Squirrel Nest

Enchant land
Enchanted land has “: Create a 1/1 green Squirrel creature token.”

Enter the God-Eternals

Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It’s also a Zombie. If you don’t control an Army, create a 0/0 black Zombie Army creature token first.)

Saheeli’s Silverwing

Flying
When Saheeli’s Silverwing enters, look at the top card of target opponent’s library.

Enter the God-Eternals

Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It’s also a Zombie. If you don’t control an Army, create a 0/0 black Zombie Army creature token first.)

Guild Globe

When Guild Globe enters, draw a card.
, , Sacrifice Guild Globe: Add two mana of different colors.

Silent Submersible

Whenever Silent Submersible deals combat damage to a player or planeswalker, draw a card.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

Enter the God-Eternals

Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It’s also a Zombie. If you don’t control an Army, create a 0/0 black Zombie Army creature token first.)

Silent Submersible

Whenever Silent Submersible deals combat damage to a player or planeswalker, draw a card.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

Rakdos Keyrune

: Add or .
: Rakdos Keyrune becomes a 3/1 black and red Devil artifact creature with first strike until end of turn.

Azorius Keyrune

: Add or .
: Azorius Keyrune becomes a 2/2 white and blue Bird artifact creature with flying until end of turn.

Incubation Druid

: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

Incubation Druid

: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

Incubation Druid

: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

Fields of Summer

Whenever a player casts a spell, that player may gain 2 life.
Whenever chaos ensues, you may gain 10 life.

Nephalia

At the beginning of your end step, mill seven cards. Then return a card at random from your graveyard to your hand.
Whenever chaos ensues, return target card from your graveyard to your hand.

Spider Spawning

Create a 1/2 green Spider creature token with reach for each creature card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Boros Keyrune

: Add or .
: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn. (It deals both first-strike and regular combat damage.)

Charnel Troll

Trample
At the beginning of your upkeep, exile a creature card from your graveyard. If you do, put a +1/+1 counter on Charnel Troll. Otherwise, sacrifice it.
, Discard a creature card: Put a +1/+1 counter on Charnel Troll.

Ral, Izzet Viceroy Emblem

Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards.

Ral, Izzet Viceroy

+1: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
−3: Ral, Izzet Viceroy deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
−8: You get an emblem with “Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards.”