At the beginning of your upkeep, exile the top card of your library. You may play cards exiled with Aristocracy as long as you've sacrificed a nonland permanent this turn.
Trample Whenever Mondo attacks, create a 1/1 colorless Soldier creature token that's tapped and attacking, then Mondo gets +X/+0 until end of turn, where X is the number of attacking creatures.
Creatures you control with counters on them have all activated abilities of other creatures you control with counters on them. {1}, {T}: Teach target creature vigilance.
Until end of turn, target creature you control gets +2/+2 and gains “Whenever this creature is dealt damage, you may have it fight target creature you don't control.” Then, it fights target creature you don't control.
Those whom the world silences seldom leave it quietly.
Choose up to one for each color among red, green, and white among permanents you control. • Target player creates a 2/2 red Berserker creature token with haste and “This creature can't block.” • Creatures target player controls get +2/+0 until end of turn. • Each creature you control deals damage equal to its power to target creature.
When Penrath Ambassador enters, target creature must be blocked each combat this turn if able and target creature can't block this turn. Basic landcycling {1}{G}
Whenever Penrath Dispatcher attacks, you may put a creature card with mana value less than or equal to Penrath Dispatcher's power from your hand onto the battlefield tapped and attacking. {2}: Penrath Dispatcher gets +1/+1 until end of turn.
When The Quindral Accords enters, make a pledge. Pledge — {3}{W}{U}{B}{R}{G}: Create a 5/5 Robot artifact creature token named Sentry of the New World that's all colors, then look at the top five cards of your library. Put one of them into your hand and the rest into your graveyard. Activate only as a sorcery unless you're making a pledge.
When Reconnaissance Agent enters, you may choose one — • Exile target card from your graveyard. • Exile another target creature. When Reconnaissance Agent leaves the battlefield, return the exiled card to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, you may draw that many cards. If you do, discard a card. Exile two creature cards from your graveyard: Scrapyard Mecha becomes an artifact creature until end of turn. Activate only as a sorcery. Crew 2
Flash When Security Initiative enters, you may tap or untap target nonland permanent. Then draw a card. An opponent controls three or more tapped nonland permanents.
You may remove +1/+1 counters from creatures you control as though they were loyalty counters on Severin, Sparkmind to pay its loyalty costs. [0]: Create a 0/0 colorless Robot artifact creature token with two +1/+1 counters on it. [–2]: You may tap or untap each of up to three target permanents. [–7]: If it isn't an extra turn, take an extra turn after this one.
When Silence the Opposition enters, draw two cards, then discard a card. A creature card or creature token was put into your graveyard from anywhere this turn.
Choose up to one for each color among green, white, and blue among permanents you control. • Put two +1/+1 counters on target creature. • Target player draws a card for each creature they control with a counter on it. • Untap all nonland permanents target player controls.
Return target creature to its owner's hand. If you controlled it, create a token that's a copy of it. Otherwise, create a 0/0 colorless Robot artifact creature token with a +1/+1 counter on it.
Society is but a dressed-up machine, and every machine has its technicians.