Spirit of the Season

When Spirit of the Season enters the battlefield, it gains haste if it’s summer. Put a +1/+1 counter on it if it’s autumn. You gain 5 life if it’s winter. If it’s spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

Setessan Champion

Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.

Setessan Champion

Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.

Setessan Champion

Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.

Captivating Unicorn

Constellation — Whenever an enchantment enters the battlefield under your control, tap target creature an opponent controls.

Setessan Champion

Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.

Tall as a Beanstalk

Enchant creature
Enchanted creature gets +3/+3, has reach, and is a Giant in addition to its other types.

Ancient Stirrings

Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order. (Cards with no colored mana in their mana costs are colorless. Lands are also colorless.)

Blood Sun

When Blood Sun enters the battlefield, draw a card.
All lands lose all abilities except mana abilities.

Radiant Destiny

Ascend (If you control ten or more permanents, you get the city’s blessing for the rest of the game.)
As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city’s blessing, they also have vigilance.

Blood Sun

When Blood Sun enters the battlefield, draw a card.
All lands lose all abilities except mana abilities.

Radiant Destiny

Ascend (If you control ten or more permanents, you get the city’s blessing for the rest of the game.)
As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city’s blessing, they also have vigilance.

Blood Sun

When Blood Sun enters the battlefield, draw a card.
All lands lose all abilities except mana abilities.

Radiant Destiny

Ascend (If you control ten or more permanents, you get the city’s blessing for the rest of the game.)
As Radiant Destiny enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city’s blessing, they also have vigilance.

Extremely Slow Zombie

Last strike (This creature deals combat damage after creatures without last strike.)

Knight of the Widget

Vigilance
Knight of the Widget’s power and toughness are each equal to the number of Order of the Widget watermarks among permanents you control.

Extremely Slow Zombie

Last strike (This creature deals combat damage after creatures without last strike.)

Extremely Slow Zombie

Last strike (This creature deals combat damage after creatures without last strike.)

Extremely Slow Zombie

Last strike (This creature deals combat damage after creatures without last strike.)

Steamfloggery

Roll a six-sided die. Assemble a number of Contraptions equal to the result. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)

Conqueror’s Galleon // Conqueror’s Foothold

When Conqueror’s Galleon attacks, exile it at end of combat, then return it to the battlefield transformed under your control.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)