All creatures have “At the beginning of your upkeep, sacrifice this creature unless you pay {1}.”
Choose one — • Destroy X target artifacts and/or enchantments. • Target player gains twice X life.
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner’s graveyard. If it doesn’t have suspend, it gains suspend. (At the beginning of its owner’s upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it’s a creature, it has haste.)
{1}, Sacrifice this creature: Choose one — • This creature deals 2 damage to target creature. • Destroy target colorless nonland permanent.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Pack Rat’s power and toughness are each equal to the number of Rats you control. {2}{B}, Discard a card: Create a token that’s a copy of this creature.
Trample When this creature dies, you may cast it from your graveyard as an Adventure until the end of your next turn. // Dread Whispers You draw a card and you lose 1 life. (Then exile this card. You may cast the creature later from exile.)
Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner’s control. It’s an enchantment. (It’s not a creature.)
If this spell was cast from your hand and you’ve cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner’s library seventh from the top and you gain 7 life.
+1: Distribute two +1/+1 counters among up to two target creatures. They gain trample until end of turn. −3: Target creature you control deals damage equal to its power to target creature or planeswalker. −5: You may reveal a creature card you own from outside the game and put it into your hand. Loyalty: 4
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Mirage Phalanx is paired with another creature, each of those creatures has “At the beginning of combat on your turn, create a token that’s a copy of this creature, except it has haste and loses soulbond. Exile it at end of combat.”