Choose one — • Fight the Current — Return target nonland permanent to its owner's hand. • Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
Choose one — • Break Their Chains — Destroy target artifact. • Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
Choose one — • Smash It — Destroy target artifact. • Lift the Curse — Destroy target enchantment. • Steal Its Eyes — Create a Treasure token and venture into the dungeon.
Choose one — • Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • Make Camp — Return target permanent card from your graveyard to your hand.
Choose one — • Rouse the Party — Creatures you control get +1/+1 until end of turn. • Set Off Traps — This spell deals 5 damage to target attacking creature.
Choose one — • Aim for the Wyvern — Conjure a card named Plummet into your hand. • Aim for the Cursed Amulet — Conjure a card named Naturalize into your hand. • Fire a Warning Shot — Draw a card.
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 one — • Make a Retreat — Return target creature you control to its owner's hand. • Stand and Fight — Target creature gets +1/+3 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, 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.