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When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{1}: Add {R}, {W}, or {B}. Activate only once each turn.
Flash
Flying
When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Menace (This creature can't be blocked except by two or more creatures.)
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Flurry — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Haste
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
This creature's power is equal to the number of creatures you control.
Equipped creature gets +3/+0.
Whenever equipped creature attacks, draw a card if you control three or more attacking creatures.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
When this artifact enters, search your library for a basic Island, Mountain, or Plains card, reveal it, put it into your hand, then shuffle.
{1}{U}{R}{W}, {T}, Sacrifice this artifact: Create two 1/1 white Bird creature tokens with flying. Activate only as a sorcery.
When this enchantment enters, create two 2/2 white Soldier creature tokens.
When a Dragon you control enters, return this enchantment to its owner's hand.
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
As an additional cost to cast this spell, you may behold a Dragon. (You may choose a Dragon you control or reveal a Dragon card from your hand.)
Counter target spell unless its controller pays {2}. If a Dragon was beheld, counter that spell unless its controller pays {4} instead.
Choose one —
• The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
• Counter target noncreature spell.
Target creature gets +3/+0 and gains haste until end of turn.
Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Flurry — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flash
{1}, Sacrifice another creature: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Surveil 2, then draw two cards. You lose 2 life. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When this creature dies, create a 2/2 black Zombie Druid creature token.
Renew — {B}, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.