Artifacts you control have hexproof. (They can’t be the targets of spells or abilities your opponents control.) At the beginning of your upkeep, if you control the artifact with the highest mana value or tied for the highest mana value, draw a card.
If it’s neither day nor night, it becomes day as The Celestus enters. {T}: Add one mana of any color. {3}, {T}: If it’s night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
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.
Return all artifact and enchantment cards from your graveyard to the battlefield.
{U}{U}, Sacrifice a Wizard: Counter target spell. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that’s another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Flying Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
As long as Storage Matrix is untapped, each player chooses artifact, creature, or land during their untap step. That player can untap only permanents of the chosen type this step.
Choose a creature type. If you control more creatures of that type than each other player, you gain control of all creatures of that type. (This effect lasts indefinitely.)
{1}: The next time you would draw a card this turn, each player returns a permanent they control to its owner’s hand instead.
Choose a creature type other than Wall. Each creature becomes that type until end of turn.
At the beginning of your upkeep, draw a card for each Shrine you control.
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Whenever an opponent casts a spell, put a -1/-1 counter on Ammit Eternal. Whenever Ammit Eternal deals combat damage to a player, remove all -1/-1 counters from it.
As an additional cost to cast Silvergill Adept, reveal a Merfolk card from your hand or pay 3. When Silvergill Adept enters the battlefield, draw a card.
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.