
Fact or Fiction | Instant | | Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. | Daarken

Learn from the Past | Instant | | Target player shuffles their graveyard into their library.
Draw a card. | Torgeir Fjereide

Galadhrim Ambush | Instant | | Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures. | John Di Giovanni

Galadhrim Ambush | Instant | | Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures. | John Di Giovanni

Galadhrim Ambush | Instant | | Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures. | John Di Giovanni

Second Harvest | Instant | | For each token you control, create a token that's a copy of that permanent. | Greg Hildebrandt & Tim Hildebrandt

Olórin's Searing Light | Instant | | Each opponent exiles a creature with the greatest power among creatures that player controls.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled. | Matt Stewart

Olórin's Searing Light | Instant | | Each opponent exiles a creature with the greatest power among creatures that player controls.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled. | Matt Stewart

Sail into the West | Instant | | Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards. | Leonardo Borazio

Sail into the West | Instant | | Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards. | Leonardo Borazio

Sail into the West | Instant | | Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards. | Leonardo Borazio