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Survival — At the beginning of your second main phase, if Rip is tapped, reveal the top X cards of your library, where X is its power. Put any number of creature and/or Vehicle cards with different powers from among them into your hand. Put the rest on the bottom of your library in a random order.
Whenever another creature you control enters, you gain 1 life and get {E} (an energy counter).
Whenever you attack, you may pay {E}{E}{E}{E}. When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Enlist
Whenever Benalish Knight-Counselor enlists a creature, you get a one-time boon with "When you cast a creature spell, that creature enters with a +1/+1 counter on it."
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.)
Survival — At the beginning of your second main phase, if this creature is tapped, exile up to one target card from a graveyard.
As long as there are three or more cards exiled with this creature, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
As long as this creature has three or more counters on it, it has flying and vigilance.
Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
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.
Flying
At the beginning of combat on your turn, target creature you control perpetually gets +1/+0. Then choose a creature card in your hand. It perpetually gets +1/+0.
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
{T}: Add {G}.
Ferocious — {T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater.
Eternalize {2}{G}{G} ({2}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
Protection from Werewolves
Human creatures you control have "{T}: Add one mana of any of this creature's colors."
{4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
First strike, lifelink
Whenever this creature attacks while saddled, create a 3/3 white Angel creature token with flying.
Saddle 4 (Tap any number of other creatures you control with total power 4 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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.
At the beginning of combat on your turn, put a +1/+1 counter on target creature.
Whenever this creature attacks while saddled, double the number of +1/+1 counters on target creature.
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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.)
Tap another untapped creature you control: Tyvar gains indestructible until end of turn. Tap it.
{3}{G}{G}: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
Arwen enters with an indestructible counter on it.
{1}, Remove an indestructible counter from Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1 counter and a lifelink counter on that creature and a +1/+1 counter and a lifelink counter on Arwen.
Other creatures you control get +1/+1.
{3}{G}{W}: Put a +1/+1 counter on King Darien and create a 1/1 white Soldier creature token.
Sacrifice King Darien: Creature tokens you control gain hexproof and indestructible until end of turn.
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
{1}, {T}: Untap another target creature or land you control.
Convoke
At the beginning of your end step, if you control a tapped creature, seek a nonland permanent card with mana value X or less, where X is the number of tapped creatures you control. Put that card onto the battlefield.
This Vehicle enters with three charge counters on it.
{2}, {T}, Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Flying
When this Vehicle enters, exile up to one target creature with toughness 5 or less.
When this Vehicle leaves the battlefield, the exiled card's owner manifests dread.
Crew 1
When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
Players can't activate planeswalkers' loyalty abilities.
At the beginning of your draw step, draw an additional card.
Spells you cast cost {1} less to cast.
Creatures you control get +1/+1.
This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
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.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Exile target nontoken artifact, creature, or enchantment an opponent controls. Its controller puts a random creature card with lesser mana value from their library onto the battlefield tapped.
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Destroy target creature, enchantment, or planeswalker. Its controller creates two Map tokens. (They're artifacts with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
{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 {G}.
Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.
This land enters tapped unless you control a Forest.
{T}: Add {G}.
Delirium — {2}{G}{G}: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.
({T}: Add {G} or {W}.)
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.
{T}: Add {G} or {W}.
{2}{G}{W}: This land becomes a 3/3 green and white Llama creature until end of turn. It's still a land.
Whenever this land attacks, other creatures you control get +1/+1 until end of turn.
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.
Forsaken Crossroads enters the battlefield tapped.
As Forsaken Crossroads enters the battlefield, choose a color.
When Forsaken Crossroads enters the battlefield, scry 1. If you weren't the starting player, you may untap Forsaken Crossroads instead.
{T}: Add one mana of the chosen color.
{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.