All permanents untap during each player's untap step. Whenever chaos ensues, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
At the beginning of your upkeep, exile the top card of your library. You lose life equal to its mana value. You may play that card this turn. Praise Him — Whenever chaos ensues, choose a color. Put X +1/+1 counters on target creature you control, where X is your devotion to that color. Then sacrifice another creature.
When you encounter Human-Time Lord Meta-Crisis, each player chooses one or two creatures they control. Each player creates a token that's a copy of the first creature they chose, except it isn't legendary. Then each player who chose a second creature puts a number of +1/+1 counters on the token they created equal to the power of the second creature they chose.
The Minotaurs of the Hurloon Mountains are known for their love of battle. They are also known for their hymns to the dead, sung for friend and foe alike. These hymns can last for days, filling the mountain valleys with their low, haunting sounds.
Hurricane deals X damage to each creature with flying and each player.
"The raging winds . . . , settling on the sea, the surges sweep, / Raise liquid mountains, and disclose the deep." —Virgil, Aeneid, Book I, trans. Dryden
Choose one — • Counter target spell if it's red. • Destroy target permanent if it's red.
"Heed the lessons of our time: the forms of water may move the land itself and hold captive the fires within." —Gustha Ebbasdotter, Kjeldoran royal mage
You and permanents you control have hexproof. When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme.
"The least of my minions is more than a match for you."
Each opponent can't cast more than one spell each turn. At the beginning of your upkeep, if no opponent cast a spell since your last turn ended, abandon this scheme.
When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead.
When you set this scheme in motion, each other player searches their library for a card, reveals it, and puts it into their hand. Then you search your library for two cards and put them into your hand. Each player shuffles.
Untap all permanents you control during each opponent's untap step. At the beginning of each end step, if three or more cards were put into your graveyard this turn from anywhere, abandon this scheme.
When you set this scheme in motion, choose three. You may choose the same mode more than once. • Destroy target creature. • Target player draws a card. • Target player gains 5 life.
Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice. Whenever chaos ensues, exile target creature, then return it to the battlefield under its owner's control.
When you set this scheme in motion, choose an opponent. Permanents the chosen player controls don't untap during their untap step. When the chosen player is attacked or becomes the target of a spell or ability, abandon this scheme.
Eminence — Whenever another nontoken Wizard you control enters, if Inalla, Archmage Ritualist is in the command zone or on the battlefield, you may pay {1}. If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
Each player searches their library for any number of artifact, creature, enchantment, and/or land cards, puts them onto the battlefield, then shuffles.
Flying, first strike {1}{B}, Reveal Infernal Spawn of Evil from your hand, Say "It's coming!": Infernal Spawn of Evil deals 1 damage to target opponent or planeswalker. Activate only during your upkeep and only once each turn.
When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order.