Yorvo, Lord of Garenbrig enters with four +1/+1 counters on it. Whenever another green creature you control enters, put a +1/+1 counter on Yorvo. Then if that creature's power is greater than Yorvo's power, put another +1/+1 counter on Yorvo.
Flying Whenever Yotian Courier attacks, choose one that wasn't chosen during your last combat — • Create a tapped Powerstone token. • Seek a nonland card with mana value equal to the number of Powerstones you control.
When you set this scheme in motion, each opponent sacrifices a nonland permanent. If you control six or more lands, each opponent sacrifices three nonland permanents instead.
"When you die alone, know that it was I who took everything from you."
At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme.
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 — • Fight the Current — The owner of target nonland permanent puts it on the top or bottom of their library. • Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
If your life total is greater than 10, it becomes 10. For the rest of the game, your maximum life total is 10. You get an emblem with "Pay 2 life: Add one mana of any color" and "At the beginning of your upkeep, you draw a card and you lose 1 life."
When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. • Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." • Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities.
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 — • 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.