Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible. Equipped creature has indestructible. (Damage and effects that say “destroy” don’t destroy it.) Equip {4}
If this spell is the first spell you’ve cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
{2}, {T}: Tap all other artifacts. They don’t untap during their controllers’ untap steps for as long as this artifact remains tapped.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay {1}{W}{W}. If you don’t, you lose the game.
At the beginning of each player’s end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.
{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature of their choice. You add {B}{B} and draw a card.
You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost. {T}, Sacrifice ten nonland permanents: Each opponent loses 10 life.
You may pay {W}{U}{B}{R}{G} rather than pay this spell’s mana cost. Trample At the beginning of your upkeep, you may draw two cards.
Counter target instant or sorcery spell unless its controller pays {1}. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
{2}, {T}: Copy target activated or triggered ability you control. You may choose new targets for the copy. {3}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy. {4}, {T}: Copy target permanent spell you control. (The copy becomes a token.)
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
At the beginning of each player’s draw step, that player puts the cards in their hand on the bottom of their library in any order, then draws that many cards.