Imprint — When Thought Prison enters the battlefield, you may have target player reveal their hand. If you do, choose a nonland card from it and exile that card. Whenever a player casts a spell that shares a color or mana value with the exiled card, Thought Prison deals 2 damage to that player.
At the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the highest mana value takes an extra turn after this one. If two or more players' cards are tied for highest, the tied players repeat this process until the tie is broken.
Choose one — • Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle. • Put up to two creature cards from your hand onto the battlefield. Entwine {2}
The ur-golem etchings begin by celebrating Mirrodin's creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.