When Kemba's Outfitter enters, choose one —
• Choose an Equipment card in your hand. It perpetually gains equip {1}.
• Target Equipment you control perpetually gains equip {1}.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As long as you have 30 or more life, this creature gets +5/+5 and has flying.
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Skrelv can't block.
{W/P}, {T}: Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ({W/P} can be paid with either {W} or 2 life.)
At the beginning of combat on your turn, if you control an artifact, this creature gets +2/+1 until end of turn. If you control three or more artifacts, it also gains first strike until end of turn.
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Double strike
Eternalize {3}{W}{W} ({3}{W}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Cat with no mana cost. Eternalize only as a sorcery.)
When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Whenever Kemba or another Cat you control enters, attach up to one target Equipment you control to that creature.
Equipped creatures you control get +1/+1.
{3}{W}{W}: Create a 2/2 white Cat creature token.
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast an artifact spell, put a +1/+1 counter on this creature.
When this creature enters, you may search your library for up to two creature cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip {2}.
Flying
If damage would be dealt to this creature, prevent that damage. When damage is prevented this way, this creature deals that much damage to any other target.
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.
First strike, vigilance, lifelink
When Danitha enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Double strike
Other tapped creatures you control have hexproof.
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Deathtouch, lifelink
When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
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}
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip {1}
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}
Equipped creature gets +3/+3 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {3}. This ability costs {1} less to activate for each other Equipment you control.
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.)
Flash (You may cast this spell any time you could cast an instant.)
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip {3}{W} ({3}{W}: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)
Equip {2}{W}{W}
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}
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip {2}
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip {2}
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip {2}
Equipped creature gets +2/+2 and has protection from blue and from black.
Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Equip {2}
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip {2}
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}
If this card is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+1 and has double strike and trample.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, manifest dread, then attach this Equipment to that creature.
Equipped creature gets +2/+2 and has deathtouch and lifelink.
Equip—Sacrifice a creature.
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Scry 1.
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
+1: Put a +1/+1 counter on up to one target creature. It gains indestructible until end of turn.
−2: Whenever one or more nontoken creatures attack this turn, create that many 1/1 white Soldier creature tokens that are tapped and attacking.
−6: You get an emblem with "At the beginning of combat on your turn, create a 1/1 white Soldier creature token, then put a +1/+1 counter on each creature you control."
If you control two or more other lands, this land enters tapped.
{T}: Add {W}.
{4}{W}: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
{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.
{T}: Add {C}.
{1}: This land becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
{1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.
{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}.
{1}: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
Total Cards: 99
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