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Starting intensity 0
When Teysa enters, create a 1/1 white and black Spirit creature token with flying. Teysa intensifies by 1.
Spirits you control get +X/+0, where X is Teysa's intensity.
At the beginning of your end step, you may exile Teysa. If you do, at the beginning of your next upkeep, return Teysa to the battlefield under its owner's control and it gains haste.
Bestow {3}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Enchanted creature gets +1/+1 and has lifelink.
Deathtouch
Whenever Tinybones deals combat damage to a player, you may cast target nonland permanent card from that player's graveyard, and mana of any type can be spent to cast that spell.
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
This creature can't block.
This creature has haste as long as an opponent has 10 or less life.
Landfall — Whenever a land you control enters, you may return this card from your graveyard to the battlefield.
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.
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
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.)
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less.
When this enchantment leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Enchant creature
Enchanted creature loses all abilities and is a Coward creature with base power and toughness 0/1. (It keeps all supertypes but loses all other types and creature types.)
When this enchantment enters, create a 1/1 white Spirit creature token with flying.
Morbid — At the beginning of your end step, if a creature died this turn, populate. (Create a token that's a copy of a creature token you control.)
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, scry 1.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — {1}{W}, Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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.
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.)
Destroy target creature or planeswalker with mana value 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Create two 1/1 white Spirit creature tokens with flying.
Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
({T}: Add {W} or {B}.)
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 {W} or {B}.