Draw a card, gain 3 life, then make a pledge. If you've cast four or more spells named Incumbency this game and there are five colors among permanents you control, you win the game.
Distribute two +1/+1 counters among one or two target creatures you control. Then if {G} was spent to cast this spell, put a lifelink counter on one of those creatures. Then if {U} was spent to cast this spell, put a vigilance counter on one of those creatures.
Whenever Inner City Scout becomes the target of a spell or ability you control, untap it. It gets +1/+1 until end of turn. This ability triggers only once each turn.
A revolution is nothing without its countless eyes and ears.
Choose target creature you control. Whenever that creature deals combat damage to a player this turn, draw that many cards. If {R} was spent to cast this spell, it gains trample until end of turn. If {W} was paid to cast this spell, it gets +1/+1 until end of turn.
Enchant creature Whenever enchanted creature attacks, create a Treasure token. If enchanted creature would die, instead sacrifice Invest and return that creature to its owner's hand.
Flying Approval — When Judge, Jury, and Executioner enters, exile up to one target creature with mana value less than or equal to the number of colors among permanents you control.
Flash This spell costs {1} less to cast for each creature that died this turn. When Krint enters, choose any number of target creature cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield under your control. You lose life equal to their total mana value.
{T}: Add {R}{R}{R}. Spend this mana only to cast creature spells. If that mana is spent on a creature spell, it enters with an additional haste counter and decayed counter on it.