High end
500 cartas
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you. T: Add CC.
Ward 3 Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
T: Add R. R, T: Target legendary creature gains first strike until end of turn.
Menace When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice. 4B: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Each land is a Swamp in addition to its other land types.
When you cast this spell, gain control of all creatures target player controls. Flying, protection from spells and from permanents that were cast this turn When Emrakul leaves the battlefield, sacrifice all creatures you control. Madness—Pay six C.
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Flash You may cast legendary spells and artifact spells as though they had flash. If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip 2
Sneak 2WW Double strike During your turn, you may cast creature spells with power or toughness 1 or less from your graveyard. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
This artifact enters tapped. This artifact doesn't untap during your untap step. If you would begin your turn while this artifact is tapped, you may skip that turn instead. If you do, untap this artifact. T: Take an extra turn after this one.
Flying, ward 2 This creature enters prepared. Whenever this creature attacks, you may exile eight cards from your graveyard. If you do, this creature becomes prepared.
T, Pay 1 life: Add G or W. 1, T, Sacrifice this land: Draw a card.
Whenever you activate an ability, if it isn't a mana ability, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.