Strategic Preparations Enchantment {U}
At the start of your upkeep, gain 1 life.
At the start of your upkeep, scry X, where X is the number of other enchantments you control.
Engineer of the Platinum Gear Creature - Human Artificer {U}
You may look at the top card of your library at any time. You may play the top card of your library as if it were in your hand as long as it is an artifact spell.
: Target artifact you control gains hexproof until the start of your next turn. Untap it.
1/3Curse of the Last Sorcery {U}
Destroy target creature.
If that creature is destroyed this turn, and it's toughness is 3 or less, scry 2.
Flare Shot Instant {U}
Choose one -
* Deal 4 damage to target creature, it can't be regenerated, if that creature would die this turn, exile it instead.
* Deal 2 damage to target player.
* Destroy target non-creature artifact with converted mana cost 2 or less.
Vitality Oak Creature - Tree Shaman {U}
Whenever you cast your first creature spell of the turn, gain 1 life.
If you control 6 or more lands, Vitality Oak gets +1/+2, reach and vigilance.
When Vitality Oak becomes the target of a spell or ability you don't control, scry 2.
2/3Herald of the Gleam Creature - Avatar {R}
Vigilance
Herald of the Gleam's power is equal to the number of enchantments you control.
If you control 5 or more enchantments, Herald of the Gleam has indestructible and hexproof.
Whenever you cast an enchantment spell, scry 1.
*/4Ritual Keeper Creature - Skeleton Wizard {R}
Menace
If there are 4 or more sorcery spells in your graveyard, at the start of your first main phase, add
to your mana pool.
Ritual Keeper's power is equal to the number of sorcery cards you have in your graveyard.
Whenever you cast a sorcery spell, scry 1.
Discard a Sorcery: Return Ritual Keeper from your graveyard to your hand.
*/2