Flying
Whenever a creature you control becomes the target of a spell or ability, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. This ability triggers only twice each turn.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
{3}{G}{G}: Double the number of +1/+1 counters on each creature you control.
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Equipped creature gets +1/+1 and has "Whenever this creature attacks, 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.)
{2}, Sacrifice this Equipment: Draw a card.
Equip {2}
Equipped creature has "You may look at the top card of your library any time" and "Whenever this creature attacks, it explores." (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Equip {2}
Equipped creature gets +1/+0 and has haste and ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {1}
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
{1}{G}, {T}: Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling {2} ({2}, Discard this card: Draw a card.)
Equipped creature gets +1/+1 and has haste.
At the beginning of each combat, untap equipped creature.
Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc.
Equip {2}
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1 for each artifact and/or enchantment you control.
Equip {2}
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5}
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +6/+6 and has trample.
Equip {3}{G}{G}
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
{2}{U}: Level 2
When this Class becomes level 2, draw two cards.
{2}{U}: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
When Proft's Eidetic Memory enters, 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.
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has vigilance and reach.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Flash
Enchant creature
When this Aura enters, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected.
Enchanted creature gets +2/+2 and can't become suspected.
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control.
To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Enchant artifact or creature
When this Aura enters, if enchanted permanent is a creature with the greatest power among creatures on the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +2/+1.
Enchant artifact or creature
As long as enchanted permanent is a creature, it gets +3/+3 and has reach.
Channel — {1}{G}, Discard this card: Target creature gets +3/+3 and gains reach until end of turn.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Spree (Choose one or more additional costs.)
+ {1}{U} — Counter target spell.
+ {3} — Create a token that's a copy of target artifact or creature you control.
+ {2} — Draw two cards, then discard a card.
Cleave {1}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Counter target spell [that wasn't cast from its owner's hand].
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Choose one —
• Counter target artifact or enchantment spell. If a spell is countered this way, exile it instead of putting it into its owner's graveyard.
• Counter target activated or triggered ability.
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Counter target creature spell. If the gift was promised, instead counter target spell.
Put a +1/+1 counter on target creature you control if you weren't the starting player. Then that creature deals damage equal to its power to target creature you don't control.
Put X +1/+1 counters on target creature you control. Then counter up to one target spell unless its controller pays mana equal to the greatest power among creatures you control.
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload {4}{G}{G} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
({T}: Add {G} or {U}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Total Cards: 99
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