Whenever you cast a spell that targets Alranta Patrol, create a 1/1 white Human creature token. If Alranta Patrol is attacking, that token enters tapped and attacking.
Alranta Portalmage can't be blocked as long as a creature you control entered this turn. If a creature you control entering the battlefield would cause an ability of a permanent you control to trigger, that ability triggers an additional time.
Trample {T}, Pay 1 life: Add {C}. Whenever Alranta Unleashed deals combat damage to a player, untap each Ruin you control. They become creatures in addition to their other types until the end of your next turn. Spellcharge 6
{T}: Add {C}. Whenever a creature you control entering the battlefield causes an ability of that creature to trigger, you may sacrifice Alranta, the Lofty Capital. If you do, return that creature to its owner's hand.
Oldun's greatest landmark, it beckons all manner of wanderers home.
Flying Whenever one or more artifacts an opponent controls enter, that player sacrifices them unless they pay {1}. Nonbasic lands your opponents control enter tapped.
When Alrantan Visionary enters, reveal the top three cards of your library. Put a noncreature permanent card from among them into your hand and the rest into your graveyard. {T}: Add one mana of any color. Wander {4}{G}{G}
Whenever Ancient Conscriptor becomes spellcharged, gain control of target creature you don't control until end of turn. Untap it. It gains haste until end of turn. Spellcharge 4
This spell can't be countered. Haste Whenever an opponent casts a spell during your turn or spends at least five mana to cast a spell, Aspirant's Bane deals 5 damage to that player.
Equipped creature gets +2/+0 and has reach. Whenever a creature you control enters, if it wandered, you may attach Aspirant's Hookrope to it. Equip {2}
When Audacious Roughrider enters or leaves the battlefield, exile the top card of your library. Then you may discard a card. If you do, put the exiled card into your hand. If you don't, create a Treasure token. Wander {4}{R}{R}
Target creature you control gets +2/+0 and gains first strike until end of turn. If it's attacking, create a 1/1 white Human creature token that's tapped and attacking.
You don't lose unspent mana as steps and phases end. At the beginning of your end step, if you've spent at least five mana to cast spells this turn, draw a card. If you've spent at least ten, create a 10/10 green Elemental creature token. If you spent at least twenty, you gain 20 life. If you spent at least fifty, you win the game.