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Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
When this creature enters, choose one —
• Scry 2.
• You gain 3 life.
• Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
Flying
When this creature enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast.
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Flash
Flying
When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
When this creature enters, create a number of 1/1 white Human Soldier creature tokens equal to your devotion to white. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)
Other Cats you control get +1/+1 and have lifelink. (Damage dealt by those creatures also causes you to gain that much life.)
When this creature enters, create two 1/1 white Cat creature tokens with lifelink.
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Flying
This creature enters with two shield counters on it.
Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
Prototype {2}{W} — 1/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
Double strike
When this creature enters, draw a card.
Equipped creature gets +1/+1 and has trample and lifelink.
{1}: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip {2}
This artifact enters tapped.
When this artifact enters, you get {E}{E}{E} (three energy counters).
{T}: Add {C}.
{T}, Pay {E}: Add one mana of any color.
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.)
When this artifact enters, draw a card.
{T}, Sacrifice this artifact: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink until end of turn.
If you would draw a card while you have no cards in hand, draw two cards instead.
If you would gain life while you have 5 or less life, you gain twice that much life instead.
{T}: Add one mana of any color.
Kicker {3}
Indestructible
When this artifact enters, if it was kicked, create two tapped tokens that are copies of this artifact.
{T}: Add one mana of any color.
If it's neither day nor night, it becomes day as The Celestus enters.
{T}: Add one mana of any color.
{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
This artifact enters tapped.
When this artifact enters, draft a card from this artifact's spellbook, then discard a card.
{T}: Add two mana in any combination of colors.
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
When The Mightstone and Weakstone enters, choose one —
• Draw two cards.
• Target creature gets -5/-5 until end of turn.
{T}: Add {C}{C}. This mana can't be spent to cast nonartifact spells.
(Melds with Urza, Lord Protector.)
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
When this artifact enters, each opponent sacrifices three creatures of their choice.
At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control. It's a Phyrexian in addition to its other types.
Enchant player
As this Aura enters, choose a card name.
Spells with the chosen name enchanted player casts cost {2} more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less.
When this enchantment leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it has lifelink.
As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — {1}{W}, Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Ward {3} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling {W} ({W}, Discard this card: Draw a card.)
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
{T}: Add {W}.
Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.
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}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)