This spell costs {X} less to cast, where X is the total power of creatures you control. Trample (This creature can deal excess combat damage to the player or planeswalker it’s attacking.)
At the beginning of each player’s end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to that player.
Vigilance Faeburrow Elder gets +1/+1 for each color among permanents you control. {T}: For each color among permanents you control, add one mana of that color.
Whenever one or more creatures you control that entered this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying. {1}{R}: Creatures you control gain haste until end of turn.
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another creature dies, each opponent loses 1 life.
Flying, trample Whenever Rakdos the Defiler attacks, sacrifice half the non-Demon permanents you control, rounded up. Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents they control of their choice, rounded up.
Split second (As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.) Destroy target artifact or enchantment.
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.
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Exile all nontoken creatures you control, then roll a d20. 1—9 | Return those cards to the battlefield under their owner’s control at the beginning of the next end step. 10—20 | Return those cards to the battlefield under their owner’s control, then exile them again. Return those cards to the battlefield under their owner’s control at the beginning of the next end step.