Unholy Heat deals 2 damage to target creature or planeswalker.Delirium — Unholy Heat deals 6 damage instead if there are four or more card types among cards in your graveyard.
You have no maximum hand size.If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn.TramplePartner (You can have two commanders if both have partner.)
Equipped creature gets +0/+3.Astral Projection — : Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)Equip
( represents colorless mana.)Choose one —• Exile target creature with power or toughness 1 or less.• Counter target sorcery spell.• Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
Kicker (You may pay an additional as you cast this spell.)When this creature enters, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
As this artifact enters, choose a creature type.Whenever you cast a spell of the chosen type, put a charge counter on this artifact.Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
As this land enters, choose a creature type.: Add .: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Take an extra turn after this one.If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
Choose a creature type. For each creature you control of the chosen type, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
As long as you control seven or more enchantments, creatures you control have flying and vigilance.Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."