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Vigilance, trample, haste
Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
{T}: Add one mana of any color.
{2}: Exile target card from a graveyard.
You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
{T}: Add one mana of any color.
{T}: Put a +1/+1 counter on this creature.
{T}: Add one mana of any color. Put a nest counter on this creature.
{T}, Sacrifice this creature: Create a 2/2 green Spider creature token with reach for each counter on this creature. Activate only as a sorcery.
Whenever this creature attacks while you don't control another Dinosaur, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
When this creature enters, you may pay {G} up to three times. When you pay this cost one or more times, choose up to that many —
• Destroy target artifact or enchantment.
• Exile target player's graveyard.
• You gain 4 life.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Vigilance
Creatures you control have "{T}: Add one mana of any color."
When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Enrage — Whenever Stalwart Speartail is dealt damage, other Dinosaurs you control and Dinosaur cards in your hand and library perpetually get +1/+1.
Whenever Stalwart Speartail attacks, Stalwart Speartail deals 1 damage to each creature and each planeswalker.
Ward {2}
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Trample
Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.)
When you cycle this card, put two +1/+1 counters on up to one target creature or Vehicle. It gains trample and indestructible until end of turn.
Other Dinosaurs you control get +1/+1.
{5}{G}: Create a 3/3 green Dinosaur creature token with trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
This spell costs {X} less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — {T}: Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
When this enchantment enters, exile target creature.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward {2}.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
{1}{G}: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
{3}{G}: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
Ward {2} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchant land
When this Aura enters, exile target nonland permanent you don't control until this Aura leaves the battlefield.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward {1}.)
Spree (Choose one or more additional costs.)
+ {2} — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ {4}{G} — You may put up to two creature cards from your hand onto the battlefield.
+ {1} — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
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 —
• Destroy target creature with flying.
• Destroy target enchantment.
• Draw a card. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Target creature gets +3/+0 and gains haste until end of turn.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay {1}.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This spell costs {2} less to cast if it targets a Dinosaur you control.
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
({T}: Add {R} or {G}.)
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.)
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {G} or {W}.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Add {C}.
{1}, {T}: Add one mana of any color.
{T}: Add {C}.
{1}, {T}: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.