Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay {U}{B}{R}. Whenever Nicol Bolas deals damage to an opponent, that player discards their hand. 7/7
{U}, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Equipped creature has trample and “Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.” Equip {2}
Prototype {3}{R}{R} — 2/2 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Trample, haste When Skitterbeam Battalion enters, if you cast it, create two tokens that are copies of it. 4/4
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
When Coiling Oracle enters, reveal the top card of your library. If it’s a land card, put it onto the battlefield. Otherwise, put that card into your hand. 1/1
Faerie Conclave enters tapped. {T}: Add {U}. {1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It’s still a land.
Treetop Village enters tapped. {T}: Add {G}. {1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It’s still a land. (It can deal excess combat damage to the player or planeswalker it’s attacking.)
Whenever another permanent you control enters, each opponent mills a card.
Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.) 3/3
At the beginning of your upkeep, you gain 2 life. Whenever you gain life, you may pay {1}. If you do, draw a card and each opponent loses 1 life. At the beginning of your upkeep, if Oloro, Ageless Ascetic is in the command zone, you gain 2 life. 4/5
Flying When Angel of Despair enters, destroy target permanent. 5/5
At the beginning of your end step, if a creature died this turn, create a tapped token that’s a copy of Compy Swarm. 2/2
{T}, Exile two cards from your graveyard: Draw a card. If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way. When there are no cards in your graveyard, you lose the game.