When this land enters, you gain 2 life. {T}: Add {C}. You may spend this mana as though it were mana of any color to activate cycling abilities or cast spells with a cycling ability.
Whenever another creature you control enters, if that creature's power is greater than this creature's power, you may put a +1/+1 counter on this creature. {2}{G}: Move any number of +1/+1 counters from this creature to another target creature you control. Activate only as a sorcery.
As an additional cost to cast this spell, sacrifice an artifact or enchantment or pay {2}. Exile the top three cards of your library. You may play them until the end of your next turn.
When this Subroutine enters, you may discard a card. When you do, it deals 4 damage to target creature or planeswalker. Whenever this Subroutine runs, create a 4/4 red Error creature token with menace.
Each player who doesn't control a planeswalker can't cast more than one spell each turn. Ayeshicycling {3}
“Immortality first begins as exploring the vast desert that is the multiverse, but as the millennia pass, you soon devote yourself to counting grains of sand.”
When this creature enters, exile all other nontoken, non-Error creatures you control. For each card exiled this way, create a 8/9 white Error creature token with “When this token leaves the battlefield, return the exiled card to the battlefield under your control.”
Time loop I — Create a 1/1 green Spirit creature token. II — Put a +1/+1 counter on target creature you control. III — Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
Ninjutsu {3}{G}{U} Whenever this creature deals combat damage to a player, you may put a creature card with mana value X or less that you own from outside the game onto the battlefield, where X is the amount of combat damage that has been dealt to that player this turn.
Flash Flying When this creature enters, exile target spell or nonland permanent. For as long as that card remains exiled, its owner may cast it by paying {3} rather than its mana cost.
As this artifact enters, choose mourning, oblation, or prayer. • Mourning — Players can't discard cards to cast spells or activate abilities. • Oblation — Players can't sacrifice nonland permanents to cast spells or activate abilities. • Prayer — Players can't pay life to cast spells or activate abilities.
At the beginning of your upkeep, if you have 50 or more life, you win the game. At the beginning of each end step, you gain life equal to twice the amount of life you’ve lost this turn.