Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead. When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
Flash Creature cards you own that aren’t on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery. 3/4
This spell can’t be countered. Creature spells you control can’t be countered. 4/3
You may cast spells this turn as though they had flash. Draw a card.
6, T, Sacrifice Myr Incubator: Search your libraryfor any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library.
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
T: Add X mana of any one color, where X is the number of enchantments you control.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up at any time for its mana cost if it's a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
Whenever an opponent taps an artifact for mana, gain control of that artifact until the end of your next turn.
Defender (This creature can't attack.) Walking Archive enters the battlefield with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive. 2WU: Put a +1/+1 counter on Walking Archive.
If you control two or more other lands, Hall of Storm Giants enters tapped. {T}: Add {U}. {5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It’s still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)