: Add one mana of any color.: Put a charge counter on Coalition Relic.At the beginning of your first main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
When Tidehollow Sculler enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card.When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
Destroy target nonblack creature.Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)When Shriekmaw enters, destroy target nonartifact, nonblack creature.Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.): The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.): Add ., : Draw a card. Activate only if you have the city's blessing.
Exile target creature you control, then return it to the battlefield under its owner's control.Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Protection from black; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)Suspend 3—When the last time counter is removed from Riftmarked Knight while it's exiled, create a 2/2 black Knight creature token with flanking, protection from white, and haste.
: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)
: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)