Enemy of the Guildpact Festival of the Guildpact Frenemy of the Guildpact (playtest) Glaive of the Guildpact Glass of the Guildpact Guardian of the Guildpact Guildpact Informant Guildpact Paragon Jace, the Living Guildpact Leyline of the Guildpact Niv-Mizzet, Guildpact Seal of the Guildpact Sphinx of the Guildpact Tome of the Guildpact
It can make mana, give one of your creatures pseudo-vigilance, or tap down an attacker, blocker or some other problematic permanent
which can shut down an attacker for one turn, Runestone Caverns, which will provide some card advantage, and the final room, Mad Wizards Lair, which draws you three cards and allows you to cast one for free
Its pretty much non-existent
Nuclear Fallout: A board wipe that also radiates players, it fits here extremely well and can work in a variety of decks
If any abilities trigger when you sacrifice permanents, those abilities won't be put onto the stack until after you've drawn cards