Each opponent can't draw more than one card each turn.Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Enchant creatureEnchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Delve (Each card you exile from your graveyard while casting this spell pays for .)Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Choose a card name. Reveal cards from the top of your library until you reveal a card with that name, then put that card into your hand. Exile all other cards revealed this way, and you lose 1 life for each of the exiled cards.
(: Add .)Mistveil Plains enters tapped., : Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Enchant creatureEnchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
Enchant creature with another Aura attached to itEnchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
FlyingExalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)