Companion — Your starting deck contains at least twenty cards more than the minimum deck size. Flying When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
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.
Read ahead I — Create a 0/2 colorless Thopter artifact creature token with flying named Ornithopter. II — Tap any number of untapped artifacts you control. When you do, Yotia Declares War deals that much damage to target creature or planeswalker. III — Up to one target artifact you control becomes an artifact creature with base power and toughness 4/4 until end of turn.
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 of their choice. If you control six or more lands, each opponent sacrifices three nonland permanents of their choice 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 — • Smash It — Destroy target artifact. • Lift the Curse — Destroy target enchantment. • Steal Its Eyes — Create a Treasure token and venture into the dungeon.
Choose one — • Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • Make Camp — Return target permanent card from your graveyard to your hand.
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.