When Court of Ambition enters the battlefield, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
For each opponent, choose up to one target creature that player controls, then return that creature to its owner's hand unless its controller has you draw a card.
"We'll distract them. The rest of you, get out of here!" —Alux, Skysail defender
Evolved Spinoderm enters the battlefield with four oil counters on it. Evolved Spinoderm has trample as long as it has two or fewer oil counters on it. Otherwise, it has hexproof. At the beginning of your upkeep, remove an oil counter from Evolved Spinoderm. Then if it has no oil counters on it, sacrifice it.
When Specimen Collector enters the battlefield, create a 1/1 green Squirrel creature token and a 0/3 blue Crab creature token. When Specimen Collector dies, create a token that's a copy of target token you control.
I — Each opponent sacrifices a creature or planeswalker. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Thriving Grove enters the battlefield tapped. As Thriving Grove enters the battlefield, choose a color other than green. {T}: Add {G} or one mana of the chosen color.
Far from human eyes, birds flit between vivid blossoms in a hidden paradise.
Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard.
Celestial Convergence enters the battlefield with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
Whenever a player chooses one or more targets, each player reveals the top card of their library. The player who reveals the card with the highest mana value may change the target or targets. If two or more cards are tied for highest, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic Battle.
Choose one — • Target player gains 2½ life. • Prevent the next 2½ damage that would be dealt to target creature this turn. Gotcha — If an opponent says "save" or "life," you may say "Gotcha!" When you do, return Save Life from your graveyard to your hand.