Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent of their choice or discards a card. You may repeat this process any number of times.
When Eye of Singularity enters, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated.Whenever a permanent other than a basic land enters, destroy all other permanents with that name. They can't be regenerated.
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with mana value less than or equal to the number of rust counters...
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land of their choice. Desolation deals 2 damage to each player who sacrificed a Plains this way.
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)Creatures with flying can't attack or block, and their activated abilities with in their costs can't be activated.
At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard.
Exile the top three cards of your library face down. You may look at those cards for as long as they remain exiled. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard.
Flying, trampleCumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Choose one —• Target player discards a card.• Target creature gets +2/-1 until end of turn.• Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)