Multikicker (You may pay an additional any number of times as you cast this spell.)Everflowing Chalice enters with a charge counter on it for each time it was kicked.: Add for each charge counter on Everflowing Chalice.
When Experimental Synthesizer enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card., Sacrifice Experimental Synthesizer: Create a 2/2 white Samurai creature token with vigilance. Activate only as a sorcery.
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Protection from redElemental creatures you control get +1/+1.When Master of Waves enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Take an extra turn after this one. Exile Part the Waterveil.Awaken 6— (If you cast this spell for , also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Return target creature card from your graveyard to the battlefield.Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Grenzo, Dungeon Warden enters with X +1/+1 counters on it.: Put the bottom card of your library into your graveyard. If it's a creature card with power less than or equal to Grenzo's power, put it onto the battlefield.
Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it.Sacrifice two Mountains: Create two 1/1 red Goblin creature tokens.
Enchant creatureEnchanted creature gets +2/+2 and has trample and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.