(Start the game with this conspiracy face up in the command zone.)
As long as every card in your card pool started the game in your library or in the command zone, lands you control have ": Add one mana of any color."
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Return all permanents to their owners' hands. Each player chooses up to seven cards in their hand, then shuffles the rest into their library. Each player loses all unspent mana.
The Aurora is not the only magic capable of remaking a world.
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"If that is what you seek, try looking in craters."
—Fodrus, mastersmith
When Wormfang Behemoth enters the battlefield, exile all cards from your hand.
When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand.
Wormfang Crab can't be blocked.
When Wormfang Crab enters the battlefield, an opponent chooses a permanent you control other than Wormfang Crab and exiles it.
When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Flying
When Wormfang Drake enters the battlefield, sacrifice it unless you exile a creature you control other than Wormfang Drake.
When Wormfang Drake leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Flying
When Wormfang Manta enters the battlefield, you skip your next turn.
When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
When Wormfang Newt enters the battlefield, exile a land you control.
When Wormfang Newt leaves the battlefield, return the exiled card to the battlefield under its owner's control.
When Wormfang Turtle enters the battlefield, exile a land you control.
When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
As an additional cost to cast this spell, sacrifice a creature.
You gain life equal to the sacrificed creature's toughness.
When Wrath of Marit Lage enters the battlefield, tap all red creatures.
Red creatures don't untap during their controllers' untap steps.
"Marit Lage lies frozen in a glacier's heart. Still her dreams take form in our world, stealing the heat from our souls."
—Halvor Arenson, Kjeldoran priest
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)
When you cast this spell, draw a card.
Flying
Enchant creature
Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn.
Forecast — , Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate this ability only during your upkeep and only once each turn.)