Choose one — • Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn. • Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Choose one — • Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. • Start a Brawl — Creatures you control get +2/+2 until end of turn.
Choose target creature you own and control. That creature becomes your commander. Any other commanders you have are no longer your commander. (That creature starts with a commander tax of {0}.)
Choose one — • Threaten the Merchant — Each creature blocks this turn if able. • Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn.
When Young Necromancer enters the battlefield, you may exile two cards from your graveyard. When you do, return target creature card from your graveyard to the battlefield.
"Who needs imaginary friends when you've got dead ones?"
When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand.
"I can't abide laziness. Arise, forces of nature, and serve your master!"
At the beginning of your end step, put a doom counter on this scheme, then this scheme deals damage equal to the number of doom counters on it to the opponent with the highest life total among your opponents. If two or more players are tied for highest life total, you choose one.
Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.
"You trespass on sacred ground, monster. Leave while you still can."
When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.