Look at the top card of your library. You may put that card into your graveyard. Draw a card.
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.") Activated abilities of artifacts you control cost 1 less to activate. This effect can't reduce the mana in that cost to less than one mana.
Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items they revealed. The player who revealed the fewest items then loses half their life, rounded up. If two or more players are tied for fewest, each loses half their life, rounded up.
Create thirteen tapped 2/2 black Zombie creature tokens. Flashback {7}{B}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger. {B}: Regenerate Spiritmonger. {G}: Spiritmonger becomes the color of your choice until end of turn. 6/6
At the beginning of your end step, target opponent gains control of Jinxed Choker and puts a charge counter on it. At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it. {3}: Put a charge counter on Jinxed Choker or remove one from it.
Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way.
Protection from red Whenever a player casts a red spell, you may gain 1 life. 2/2
Swampwalk (This creature can’t be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.) 3/4
Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard. Draw a card.
Protection from blue (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything blue.) Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. 1/2
As Palace Siege enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand. • Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.
At the beginning of each player’s draw step, that player draws an additional card. Each player may play an additional land on each of their turns.