When Taj-Nar Swordsmith enters, you may pay {X}. If you do, search your library for an Equipment card with mana value X or less, put that card onto the battlefield, then shuffle.
"Choices belong to those with the luxuries of time and distance. We have neither. I recommend we proceed with the plan to destroy all shrines of the kami." —Lady Azami, letter to Sensei Hisoka
You may cast this card as though it had flash if you pay {2} more to cast it. When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
As Monastery Siege enters, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost {2} more to cast.
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
"Conquering your first world is the hardest, after all. My power grew as I moved from world to world, taking anything that would make the next taking easier." —Ob Nixilis
{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
Whenever a creature dies, put a charge counter on Black Market. At the beginning of your first main phase, add {B} for each charge counter on Black Market.
Kicker—Tap an untapped Vampire you control. Target opponent loses half their life, rounded up. If this spell was kicked, you gain life equal to the life lost this way.