Noble's Purse enters the battlefield tapped and with three coin counters on it. {T}, Remove a coin counter from Noble's Purse: Create a Treasure token.
At the beginning of each player's upkeep, return to its owner's hand each creature that player controls with power greater than the number of cards in their hand.
{T}: Add {W}. Nomad Stadium deals 1 damage to you. Threshold — {W}, {T}, Sacrifice Nomad Stadium: You gain 4 life. Activate only if seven or more cards are in your graveyard.
When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents. Whenever chaos ensues, you may put a fate counter on target permanent.
When you planeswalk to Norn's Seedcore, chaos ensues. Whenever chaos ensues, reveal cards from the top of your planar deck until you reveal a plane card. Planeswalk to it, except don't planeswalk away from any plane. Put the rest of the revealed cards on the bottom of your planar deck in any order.
At the beginning of your upkeep, target opponent draws a card and creates a Treasure token. Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it.
Counter target spell or ability that targets a permanent you control. This spell costs {7} less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
If a source an opponent controls would deal damage to you, prevent 1 of that damage. At the beginning of each end step, if you've been dealt 5 or more damage this turn, abandon this scheme.
{TK}{TK} — {5}: Creatures you control get +1/+1 until end of turn. {TK}{TK}{TK} — Protection from creatures with two or more creature types {TK}{TK} — 3/3 {TK}{TK}{TK}{TK}{TK} — 9/6
{3}, {T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature of an opponent's choice instead.
Equipped creature gets +3/+0 and has intimidate. Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell. Equip {3}