{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon. For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn.
As Arcane Adaptation enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
Late at night, when dreams touch a studious mind, bouts of inspiration strike.
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. Cipher
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When Arcane Savant enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
Equipped creature has flying. Equip {2} Equipment swap {2}{W}({2}{W}: Exchange this Equipment with an Equipment card in your hand. If this Equipment was attached to a creature, attach the new Equipment to that creature.)
At the beginning of your upkeep, you may put a +1/+1 counter on target creature you control. At the beginning of your upkeep, you may put a charge counter on target permanent you control.
When Archaeomancer's Map enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.