Enchantment
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.)
Blue creatures can't block creatures you control.
Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature they control.
Enchantment
At the beginning of each player's end step, if that player didn't cast a spell this turn, Impatience deals 2 damage to that player.
Legendary Creature — Ogre Monk // Legendary Enchantment (2/4)
At the beginning of the end step, if three or more creatures died this turn, flip Kuon, Ogre Ascendant.
Kuon's Essence
At the beginning of each player's upkeep, that player sacrifices a creature.
Enchantment
At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of their choice.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Legendary Enchantment
When Oath of Teferi enters the battlefield, exile another target permanent you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
You may activate the loyalty abilities of planeswalkers you control twice each turn rather than only once.
Enchantment
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player casts a spell, that player flips a coin. If they lose the flip, counter that spell.
Enchantment
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with Possibility Storm on the bottom of their library in a random order.
Enchantment
If an instant or sorcery source you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead.
At the beginning of each end step, discard your hand.
Enchantment
At the beginning of each player's upkeep, that player gains control of Risky Move.
When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
Enchantment
Players can't gain life.
At the beginning of your upkeep, Witch Hunt deals 4 damage to you.
At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Zektar Shrine Expedition.
Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step.
Legendary Planeswalker — Angrath
+1: Each opponent discards a card and loses 2 life.
?3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
?8: Each opponent loses life equal to the number of cards in their graveyard.
Legendary Creature — Angel (3/4)
Flying
Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
Legendary Creature — Human Artificer (4/4)
Permanents you control have "Ward—Sacrifice a permanent."
Each artifact card in your graveyard has unearth . (: Return the card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Enchantment
Whenever you cycle Astral Drift or cycle another card while Astral Drift is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Cycling (, Discard this card: Draw a card.)
Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional . If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.
Enchantment
At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
Enchantment
Cumulative upkeep—Pay 1 life. (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 each player's upkeep, that player sacrifices a green or white permanent.
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