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.)
{3}, {T} or {U}, {T}: Return target creature to its owner’s hand unless its controller pays {1}.
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.
Each player discards a card, then loses 1 life, then sacrifices an artifact, a creature, an enchantment, a land, a planeswalker, and a tribal permanent, then exiles a card from their graveyard, then puts the top card of their library into their graveyard, then removes a counter from a permanent they control, then gets a poison counter.
Flash When Venser, Shaper Savant enters, return target spell or permanent to its owner’s hand. 2/2
As Ashes of the Fallen enters, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types.
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
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
This spell can’t be countered. Creature spells you control can’t be countered. 4/3
Pride Sovereign gets +1/+1 for each other Cat you control. {W}, {T}, Exert Pride Sovereign: Create two 1/1 white Cat creature tokens with lifelink. (An exerted creature won’t untap during your next untap step.) 2/2
At the beginning of each player’s upkeep, that player adds {G}{G}{G}. Until end of turn, they don’t lose this mana as steps and phases end. 2/3
Remove Simian Spirit Guide in your hand from the game: Add R to your mana pool.