At end of combat, destroy each creature that blocked or was blocked this turn.
Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.) Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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.
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.
Vigilance, trample Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
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}.)