Earthshaker's Skin2G
Enchantment - Aura
Enchant creature
When Earthshaker's Skin becomes attached to a creature, if that creature had flying, destroy up to one target artifact or enchantment.
Enchanted creature gains +3/+2 and trample.
Enchanted creature loses flying and can't have or gain flying. The trick about being as heavy as steel is finding the right landing spot.
Circle of Reflection2W
Enchantment 2W: Creatures you control become the color of your choice until end of turn, and you and your creatures gain Protection from that color until end of turn. Additionally, you may have creatures you control keep their other colors or lose a color of your choice until end of turn.
Savage Defense1RG
Enchantment
Whenever one or more creatures attack you or a planeswalker you control, you may have up to one target creature you control fight target attacking creature.
Lost1UU
Instant
Exile target attacking creature, then return it to the battlefield at the end of turn.
Fuse
////
Found2UU
Sorcery
Choose one:
Return target card you own in Exile to your hand
Search your library for a card that does not share a name with any permanents you control, any cards in your hand or any cards in your graveyard, put that card into your hand, then shuffle your library.
Fuse
---
As an explanation, I'm pretty sure the rules have it so that the CMC of a split card is the total of it, so this is a CMC 7 card, typically unplayable unless it wins you the game outright. But that's Atemsis's job, by hitting the enemy while you have six different CMCs in hand, so it fills you that slot with two options to assist this at playable costs. Lost keeps him from getting killed by a combat trick of any kind when you go in for the kill, including hard removal cast during an attack.
Found lets you get a non-duplicate, reliably offering another CMC regardless of format while disallowing the use of it to stack up copies of one card in non-Singleton formats (it's just a four-cost anything-other-than-basic-land tutor in singleton), and it can recover Aftermath cards like Commit // Memory that have stupidly powerful effects to recur and enormous CMCs, in addition to working around Exile removal (contrast the often-two-mana Wishes that get sideboard access, but generally have a downside). Diabolic Tutor, for reference on the fetch. Options send it high, but in singleton, it's not too bad, and in non-singleton, it restricts what you can get by a lot
Geth's Pendulum6
Artifact
When Geth's Pendulum enters the battlefield, you gain 7 life. 4, T, Sacrifice Geth's Pendulum: It deals 7 damage to target creature you control and 7 damage to any target.
Charge Leader Standard4
Artifact - Equipment
Equipped creature gains +2/+2 and "when this creature attacks, attacking creatures gain trample until end of turn".
Equip 3
Equip Commander 1
Realm Render5BR
Creature - Demon Dragon
Haste, Flying
When Realm Render is revealed or enters the battlefield ~ deals 5 damage to target opponent, then each other opponent sacrifices the creature with the highest converted mana cost they control
5/5
Nexus of Aether Mirages
Land
~ comes onto the battlefield Tapped. T: add C 2UUT: exile target creature your control and up to one target creature an opponent controls, return them to the battlefields under their owner's control at the beginning of the next end step.
Follow mirages in a desert will kill you, but follow them here may save your life.
Unleash the RoilXGUR
Legendary Sorcery
(you can cast a legendary sorcery only if you control a legendary creature or planeswalker)
~ can't be countered.
As an additional cost to cast ~, sacrifice X lands.
Search your library for an Elemental creature card with converted mana cost X or less and put it onto the battlfield, then search for up to X land cards and put them onto the battlefield tapped. Shuffle your library.
Thermal Updraft1RW
Sorcery
Creatures you control with flying get +1/+0 and gain haste until end of turn. XRR, Exile CARDNAME from your graveyard: CARDNAME deals X damage to any target.
Aetherfire Thrusters3
Artifact - Equipment
Equip only to an artifact creature.
Equipped creature has Haste and "4: until end of turn this creature is unblockable."
Equip 1
Gift of Creation1GG
Enchantment - Aura
Enchant Creature
Whenever an activated ability Enchanted Creature has causes it to create one or more creature tokens. It creates that many creature tokens plus one instead.
Enchantment - Aura
Enchant creature
When Earthshaker's Skin becomes attached to a creature, if that creature had flying, destroy up to one target artifact or enchantment.
Enchanted creature gains +3/+2 and trample.
Enchanted creature loses flying and can't have or gain flying.
The trick about being as heavy as steel is finding the right landing spot.
Next: Rienne, Angel of Rebirth
Enchantment
2W: Creatures you control become the color of your choice until end of turn, and you and your creatures gain Protection from that color until end of turn. Additionally, you may have creatures you control keep their other colors or lose a color of your choice until end of turn.
---
Next: Thantis, the Warweaver
Enchantment
Whenever one or more creatures attack you or a planeswalker you control, you may have up to one target creature you control fight target attacking creature.
Next: Atemsis, All-Seeing
Instant
Exile target attacking creature, then return it to the battlefield at the end of turn.
Fuse
////
Found 2UU
Sorcery
Choose one:
Return target card you own in Exile to your hand
Search your library for a card that does not share a name with any permanents you control, any cards in your hand or any cards in your graveyard, put that card into your hand, then shuffle your library.
Fuse
---
As an explanation, I'm pretty sure the rules have it so that the CMC of a split card is the total of it, so this is a CMC 7 card, typically unplayable unless it wins you the game outright. But that's Atemsis's job, by hitting the enemy while you have six different CMCs in hand, so it fills you that slot with two options to assist this at playable costs. Lost keeps him from getting killed by a combat trick of any kind when you go in for the kill, including hard removal cast during an attack.
Found lets you get a non-duplicate, reliably offering another CMC regardless of format while disallowing the use of it to stack up copies of one card in non-Singleton formats (it's just a four-cost anything-other-than-basic-land tutor in singleton), and it can recover Aftermath cards like Commit // Memory that have stupidly powerful effects to recur and enormous CMCs, in addition to working around Exile removal (contrast the often-two-mana Wishes that get sideboard access, but generally have a downside). Diabolic Tutor, for reference on the fetch. Options send it high, but in singleton, it's not too bad, and in non-singleton, it restricts what you can get by a lot
---
Next: Grothama, All-Devouring
Artifact
When Geth's Pendulum enters the battlefield, you gain 7 life.
4, T, Sacrifice Geth's Pendulum: It deals 7 damage to target creature you control and 7 damage to any target.
Next: Varchild, Betrayer of Kjeldor
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Artifact - Equipment
Equipped creature gains +2/+2 and "when this creature attacks, attacking creatures gain trample until end of turn".
Equip 3
Equip Commander 1
Next: Kaalia, Zenith Seeker
Creature - Demon Dragon
Haste, Flying
When Realm Render is revealed or enters the battlefield ~ deals 5 damage to target opponent, then each other opponent sacrifices the creature with the highest converted mana cost they control
5/5
Next:
Yarok, the Desecrated
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Land
~ comes onto the battlefield Tapped.
T: add C
2UUT: exile target creature your control and up to one target creature an opponent controls, return them to the battlefields under their owner's control at the beginning of the next end step.
Follow mirages in a desert will kill you, but follow them here may save your life.
Next:
Drakuseth, Maw of Flames
Artifact - Equipment
Equipped creature has deathtouch.
Equip 1
Next:
Omnath, Locus of the Roil
Legendary Sorcery
(you can cast a legendary sorcery only if you control a legendary creature or planeswalker)
~ can't be countered.
As an additional cost to cast ~, sacrifice X lands.
Search your library for an Elemental creature card with converted mana cost X or less and put it onto the battlfield, then search for up to X land cards and put them onto the battlefield tapped. Shuffle your library.
Next:
Feather, the redeemed
Instant
Target creature you control gains +1/+0 and double strike
Storm
Next:
Kykar, Wind's Fury
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Sorcery
Creatures you control with flying get +1/+0 and gain haste until end of turn.
XRR, Exile CARDNAME from your graveyard: CARDNAME deals X damage to any target.
Next: Hope of Ghirapur
Artifact - Equipment
Equip only to an artifact creature.
Equipped creature has Haste and "4: until end of turn this creature is unblockable."
Equip 1
Next:
Oviya Pashiri, Sage Lifecrafter
Enchantment - Aura
Enchant Creature
Whenever an activated ability Enchanted Creature has causes it to create one or more creature tokens. It creates that many creature tokens plus one instead.
Next: Leovold, Emissary of Trest
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.