When Slayer's Bounty enters the battlefield, look at the creature cards in target opponent's hand. Whenever you sacrifice Slayer's Bounty or another Clue, draft a card from Slayer's Bounty's spellbook. {2}, Sacrifice Slayer's Bounty: Draw a card.
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.
One way or another, everyone gets paid what they're owed.
Enchant creature When Soaring Hope enters the battlefield, you gain 3 life. Enchanted creature has flying. {W}: Put Soaring Hope on top of its owner's library.
Flash Enchant creature Enchanted creature gets +1/+1. As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step. You have shroud. Prevent all damage that would be dealt to you.
When Solitary Sanctuary enters the battlefield, tap target creature an opponent controls and put a stun counter on it. Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Enchant creature Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Soul Echo enters the battlefield with X echo counters on it. You don't lose the game for having 0 or less life. At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead.