At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces {B} instead of any other type and amount.
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage.
Whenever a creature deals combat damage to you, that creature's controller gains control of Contested War Zone. {T}: Add {C}. {1}, {T}: Attacking creatures get +1/+0 until end of turn.
Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
This spell can't be countered. Shroud Control Win Condition's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)
Flying Whenever Conundrum Sphinx attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
Dynastic Command Node — As long as you control your commander, activated abilities of cards in your graveyard cost {2} less to activate. This effect can't reduce the mana in that ability's activation cost to less than one mana. Translocation Protocols — {3}, {T}: Mill three cards.
Whenever you cast a kicked spell, draw a card, then discard a card. When Coralhelm Chronicler enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.