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As long as Futurist Operative is tapped, it's a Human Citizen with base power and toughness 1/1 and can't be blocked.
{2}{U}: Untap Futurist Operative.
{S}{S}: This creature becomes a Spirit Warrior with base power and toughness 2/3.
{S}{S}{S}: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
{S}{S}{S}{S}: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Haste (This creature can attack and {T} as soon as it comes under your control.)
{1}: This creature can't be blocked this turn except by creatures with haste.
{2}, {T}, Sacrifice this creature: You gain 3 life.
Vigilance
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
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.
This creature can't be blocked.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Kicker {X}. X can't be 0. (You may pay an additional {X} as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
When Hurkyl's Prodigy enters, create a tapped Powerstone token.
Whenever Hurkyl's Prodigy attacks, you may pay {2}. If you do, Hurkyl's Prodigy can't be blocked this turn and it perpetually gets +2/+0.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As long as you have the city's blessing, this creature has hexproof and can't be blocked.
Ward {2}
You may look at the top card of your library any time.
The top card of your library has plot. The plot cost is equal to its mana cost.
You may plot nonland cards from the top of your library.
Flying
Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard.
Instant and sorcery spells you cast cost {1} less to cast.
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 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.
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}
This artifact enters with three charge counters on it.
{1}, {T}, Remove a charge counter from this artifact: Destroy target creature. Its controller creates a 2/4 white Ox creature token. Activate only as a sorcery.
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)
Enchant creature
When this Aura enters, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
You may look at the top card of your library any time.
You may cast instant and sorcery spells from the top of your library.
{3}: Exile the top card of your library.
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
This spell costs {2} less to cast if it targets a green permanent.
Return target nonland permanent an opponent controls to its owner's hand.
Draw a card.
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell {U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
This spell costs {2} less to cast if you control a creature with flying.
Return target nonland permanent you don't control to its owner's hand.
Draw a card.
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
{T}: Add {U}. This land deals 1 damage to you.
Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.
({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.