Grip of Amnesia

Counter target spell unless its controller exiles all cards from their graveyard.
Draw a card.

Stupefying Touch

Enchant creature
When Stupefying Touch enters, draw a card.
Enchanted creature’s activated abilities can’t be activated.

Skullscorch

Target player discards two cards at random unless that player has Skullscorch deal 4 damage to them.

Rites of Spring

Discard any number of cards. Search your library for up to that many basic land cards, reveal them, put them into your hand, then shuffle.

Rites of Refusal

Discard any number of cards. Counter target spell unless its controller pays for each card discarded this way.

Rites of Initiation

Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.

Sacred Rites

Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.

Last Rites

Discard any number of cards. Target player reveals their hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards.

Flight

Enchant creature
Enchanted creature has flying.

Pillage

Destroy target artifact or land. It can’t be regenerated.

Pillage

Destroy target artifact or land. It can’t be regenerated.

Grafted Skullcap

At the beginning of your draw step, draw an additional card.
At the beginning of your end step, discard your hand.

Grafted Skullcap

At the beginning of your draw step, draw an additional card.
At the beginning of your end step, discard your hand.

Flight

Enchant creature
Enchanted creature has flying.

Magma Burst

Kicker—Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.)
Magma Burst deals 3 damage to any target. If this spell was kicked, it deals 3 damage to another target.

Surprise Deployment

Cast this spell only during combat.
You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it’s on the battlefield.)

Mages’ Contest

You and target spell’s controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.

Foil

You may discard an Island card and another card rather than pay this spell’s mana cost.
Counter target spell.

Wild Mammoth

At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth.

Defender en-Vec

Fading 4 (This creature enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)
Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to any target this turn.

Story Circle

As Story Circle enters, choose a color.
: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

Clear the Land

Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.

Blood Hound

Whenever you’re dealt damage, you may put that many +1/+1 counters on Blood Hound.
At the beginning of your end step, remove all +1/+1 counters from Blood Hound.