{1}{R}, {T}: Shuffle Jalum Grifter and two lands you control face down. Target opponent chooses one of those cards. Turn the cards face up. If they chose Jalum Grifter, sacrifice it. Otherwise, destroy target permanent.
(Jasconian Isle isn't a spell, it's affected by summoning sickness, it's blue, and it has "{T}: Add {U}.") Jasconian Isle enters the battlefield tapped. Jasconian Isle doesn't untap during your untap step. At the beginning of your upkeep, you may pay {U}{U}. If you do, untap Jasconian Isle.
{G}, {T}: Put two +1/+1 counters on target creature with four or more legs. {1}{G}{G}, {T}: Until end of turn, all creatures able to block target creature with four or more legs do so.
"Don't worry about me, folks! This beauty was well-fed by my predecessor."
When Joyride Rigger enters the battlefield, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
chitty-chitty-BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG BANG!
Trample Whenever Juggletron attacks, you may put an art sticker on it. Juggletron gets +3/+0 for each item in its art that's not touching Juggletron, another item, or the card frame.
It's all fun and games until it drops a guest. Then it's a misdemeanor.
Flying As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result. At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result. At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result.
As Katerina of Myra's Marvels enters the battlefield, choose a letter. Whenever you cast a spell whose name begins with the chosen letter, create a white 2/2 Cat creature token with flying. Partner (You can have two commanders if they both have partner.)
[0]: Exile Kaya, Ghost Haunter haunting target creature for as long as that creature remains on the battlefield. [–1]: You get an emblem with, "At the beginning of your upkeep, this emblem deals 3 damage to the owner of target haunted creature." [–2]: You get an emblem with, "At the beginning of your upkeep, gain control of target haunted creature for as long as it remains haunted."
As Keeper of the Sacred Word enters the battlefield, choose a word. Whenever an opponent says the chosen word, Keeper of the Sacred Word gets +3/+3 until end of turn.
Flying When Kharis & The Beholder enters the battlefield and at the beginning of your upkeep, create a 1/1 white Human creature token and make a charisma check. (Roll a d20.) • If the result plus the number of creatures you control is greater than 11, put a +1/+1 counter on each creature you control. • If the result is a natural 20, for each nonlegendary creature you control, create a token that's a copy of that creature.
Destroy target nonblack creature. Gotcha — If an opponent says "kill" or "destroy," you may say "Gotcha!" When you do, return Kill! Destroy! from your graveyard to your hand.
Whenever Killer Cosplay becomes attached to a creature, choose a creature card name with an identical mana cost. That creature becomes a copy of the card with the chosen name until Killer Cosplay becomes unattached from it. Equip {3}
"Ach! Hans, run! Get the camera. He's adorable!" —Steffi Bobsdotter, next words
{5}, {T}, Sacrifice Kindslaver: A person outside the game controls target player during that player's next turn. Neither player may advise that person until the end of that turn.
Just a second (As long as this spell is on the stack, players can't move permanents.) One at a time, throw ten cards you own from outside the game onto the playing area from a distance of at least three feet (about one meter). For each of those cards, Knife and Death deals 1 damage to each creature or planeswalker you don't control that card is touching. You gain life equal to the damage dealt this way.
First strike As this creature enters the battlefield, you may put a name sticker on it. This creature has protection from names that start with the same letter as a name sticker on it.
The lucky armor stopped lightning and lasers, but sadly, also love.
First strike {1}{W}, Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey! Turn yourself around.)