Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Search target opponent’s library for an artifact, creature, enchantment, or land card. Put that card onto the battlefield under your control. Then that player shuffles. Epic (For the rest of the game, you can’t cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
You may reveal a creature or land card you own from outside the game and put it into your hand. Exile Living Wish.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.) 0/0
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles.
Search your library for up to three Aura cards with different names, reveal them, put them into your hand, then shuffle.
Whenever a creature enters, that creature’s controller may have it deal damage equal to its power to any target of their choice.
Haste Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.) 2/1
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 pay 2 life. If you do, search your library for a card, then shuffle and put that card on top. 5/5
Whenever a creature dies, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.
{T}: Put a charge counter on Otherworld Atlas. {T}: Each player draws a card for each charge counter on Otherworld Atlas.
Overbeing of Myth’s power and toughness are each equal to the number of cards in your hand. At the beginning of your draw step, draw an additional card. */*
Target player can’t play lands this turn if {R} was spent to cast this spell and can’t cast creature spells this turn if {W} was spent to cast this spell. (Do both if {R}{W} was spent.)
Flying, trample You can’t win the game and your opponents can’t lose the game. 6/6