When Bat Colony enters, create a 1/1 black Bat creature token with flying for each mana from a Cave spent to cast it. Whenever a Cave you control enters, put a +1/+1 counter on target creature you control.
Creatures you control have "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell." Whenever you cast an artifact spell with mana value 6 or greater, draw a card.
Tap two untapped tokens you control: Add one mana of any color. Tap three untapped tokens you control: Draw a card. Tap four untapped tokens you control: Put three +1/+1 counters on Baylen, the Haymaker. It gains trample until end of turn.
Choose target creature you control and target creature an opponent controls. Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control. The creature you control deals damage equal to its power to the creature an opponent controls.
During your turn, creatures you control have hexproof. Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Many temples have strong foundations. Few are also wise.
As an additional cost to cast this spell, you may collect evidence 6. Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.