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Artifact
Indestructible When The One Ring enters the battlefield, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Creature
Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When Chasm Skulker dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on Chasm Skulker. (They can't be blocked as long as defending player controls an Island.)
This spell can't be countered. You have no maximum hand size. Whenever an opponent casts a noncreature spell, draw a card. Discard three cards: Exile Nezahal, Primal Tide. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
You may look at the top card of your library any time. As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library. Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.
When Proft's Eidetic Memory enters the battlefield, draw a card. You have no maximum hand size. At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Instant
Land
Sorcery
Maybeboard
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra, Sky Dreamer and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
{T}: Add {U}. {2}{U}: Put an hour counter on Midnight Clock. At the beginning of each upkeep, put an hour counter on Midnight Clock. When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
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