Sterling enters under the control of an opponent of your choice. At the beginning of your upkeep, surveil 1. Play with the top card of your library revealed. Your opponents may play lands and cast spells from the top of your library during their turns, and they may spend mana of any type to cast spells this way.
Haste Amity — Whenever you attack with Stitches and exactly one other creature, create a 2/2 Toy artifact creature token with defender, then tap all Toys you control. They're attacking. At the beginning of your end step, if you didn't create a Toy this turn, transform Stitches.
(Color indicator: Stitches, Orphaned is blue, red, and green)
Trample Amity — Whenever you attack with Stitches, Orphaned and exactly one other creature, transform Stitches at the beginning of the next turn's upkeep.
When this creature enters, you may search your library for a creature or land card with mana value 1 or less, put it onto the battlefield, then shuffle. {1}{G}: You may return another creature or land you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
Equipped creature gets +1/+3 and has vigilance. Equip {5}. This ability costs {2} less to activate if you have at least 3 life more than your starting life total.
{T}: Create a Treasure token. {T}, Sacrifice a Treasure: Put a +1/+1 counter on target creature. Activate only as a sorcery. {T}, Sacrifice two Treasures: Create a 0/0 colorless Robot artifact creature token with four +1/+1 counters on it. Activate only as a sorcery. {3}: Untap Subsidized Market.
Haste When Summoning Swords enters, search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Spellcharge 7
Supercharger enters with X charge counters on it. {1}, {T}, Remove a charge counter from Supercharger: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Flying Whenever Synthetic Specter deals combat damage to a player, that player discards a card. Then if they have no cards in hand, put a +1/+1 counter on Synthetic Specter.
Flying Whenever Takashi attacks, draw a card for each creature that crewed it this turn. Then you may put any number of land cards from your hand onto the battlefield tapped. Crew 2
When Tenki enters, it acclimates. You can't sacrifice Weather enchantments. {W}{U}{B}{R}{G}, {T}: Tenki acclimates. This ability costs one mana of any color less to activate for each Weather you control.
When Teshima enters, create three 1/1 white Monk creature tokens with vigilance. Whenever Teshima attacks, put X +1/+1 counters on each other creature you control, where X is Teshima's power.
Exalted Whenever you attack, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it if it has mana value X or less, where X is the greatest power among attacking creatures you control.
Whenever The Ancient Master attacks alone, put any number of creature cards with total mana value 4 or less from your hand onto the battlefield tapped and attacking. Then return any number of creature cards with total mana value 4 or less from your graveyard to the battlefield tapped and attacking.
Flash When The Aqua Crew enters, mill six cards, then you gain 1 life for each card type among cards in your graveyard. Whenever you cast a spell from your graveyard, you may have target nonland permanent become an Island land. This ability triggers only once unless you control a creature named Warden of Depths.
[+2]: Each player puts their hand on the bottom of their library in a random order. You draw five cards, then each opponent draws two cards. [+1]: Untap each land you control. [–3]: Return up to three target nonland permanents to their owner's hands. [–9]: You get an emblem with “Whenever an opponent casts their first spell each turn, gain control of it. You may choose new targets for that spell.”
When The Berry Master enters, create a Berry token. If you would create one or more tokens, also create that many Berry tokens. {2}, Sacrifice two Berries: Up to one target creature gets +2/+2 until end of turn. Up to one target creature gets -2/-2 until end of turn. You gain 4 life. Activate only as a sorcery.
If you would draw a card while your library has no cards in it, instead you may put a card you own from outside the game into your hand. {T}: Draw two cards, then discard a card.
No eyes, yet it sees all. No ears, yet it hears all. No body, yet it feels all. One mind that knows all.
Each opponent can't attack unless the total power of attacking creatures they control is 4 or less. [+1]: Until end of turn, The Dutiful Wanderer becomes a 3/3 Human Samurai creature with double strike and indestructible. [–3]: Exile up to one target creature you control and up to one target creature you don't control, then return the creature you controlled to the battlefield under its owner's control.
I — Exile up to one target permanent with mana value 4 or greater. II — Create two 1/1 white Human creature tokens. III — Each player gains control of all permanents they own. If you gained control of no permanents this way, draw a card.