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Flying
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.)
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.
{1}{U}, {T}: Return another target creature you control to its owner's hand.
Whenever this creature becomes untapped, you may pay {2}. If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
You may cast this card as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.)
When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
When this creature enters, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
When this creature enters, you may draw cards equal to its power. If you do, discard two cards.
Eternalize {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
When Barrin enters, return up to one other target creature or planeswalker to its owner's hand.
At the beginning of your end step, if a permanent was put into your hand from the battlefield this turn, draw a card.
Protection from red
Elemental creatures you control get +1/+1.
When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
{3}{U}: Tap another target creature.
Flash
When Naru Meha enters, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.
Flash
Bargain
Flying
When Talion's Throneguard enters, return up to one target spell or nonland permanent to its owner's hand. If Talion's Throneguard was bargained, that card perpetually gains "This spell costs {2} more to cast."
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.)
{T}: Add {U}.
{2}{U}: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Blue creature spells you cast cost {1} less to cast.
Whenever you cast a creature spell, target creature an opponent controls doesn't untap during its controller's next untap step.
As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type.
Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
(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.
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
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].
Return target nonland permanent you don't control to its owner's hand.
Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Exile target creature you control, then return it to the battlefield under its owner's control. If that creature is a Bird, Frog, Otter, or Rat, draw a card.
Create a token that's a copy of target creature you control.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
({T}: Add {U}.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
{T}: Add {U}.
Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. 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}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
{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.
As Three Tree City enters, choose a creature type.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.