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Flying
When Tiamat enters, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.
Menace
{T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells.
Once during each of your turns, you may cast a Dragon creature spell from your graveyard.
Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."
Flying, trample
When Atsushi dies, choose one —
• Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
• Create three Treasure tokens.
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have "{T}: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
Flying, haste
You may exert this creature as it attacks. When you do, it deals 4 damage to target non-Dragon creature an opponent controls. (An exerted creature won't untap during your next untap step.)
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
Flying
Spells your opponents cast that target this creature cost an additional 3 life to cast.
Whenever another creature you control enters, this creature deals damage equal to that creature's power to any target.
Flying, deathtouch
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
Flying
At the beginning of your end step, conjure a random card from Darigaaz, Shivan Champion's spellbook into exile face down with three egg counters on it. It gains "At the beginning of your upkeep, if this card is exiled, remove an egg counter from it. Then if it has no egg counters on it, put it onto the battlefield."
Flying, ward {2}
Other Dragons you control have ward {2}.
At the beginning of your end step, if a creature or planeswalker an opponent controlled was dealt excess damage this turn, create a 4/4 red Dragon creature token with flying.
Flying
Whenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying.
{1}{R}: Dragons you control get +1/+0 until end of turn.
Flying
Whenever you cast a spell, put a +1/+1 counter on Ramos for each of that spell's colors.
Remove five +1/+1 counters from Ramos: Add {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}. Activate only once each turn.
Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Flying
When Bladewing enters, you may return target Dragon permanent card from your graveyard to the battlefield.
{B}{R}: Dragon creatures get +1/+1 until end of turn.
Flying
At the beginning of each upkeep, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Pay 10 life: Untap all lands you control. Activate only once each turn.
This spell costs {X} less to cast, where X is the total mana value of Dragons you control not named Earthquake Dragon.
Flying, trample
{2}{G}, Sacrifice a land: Return A-Earthquake Dragon from your graveyard to your hand.
{1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
{R}, {T}, Sacrifice this artifact: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
{T}: Add one mana of any color. When you spend this mana to cast a Dragon creature spell, it enters with an additional +1/+1 counter on it and gains hexproof until your next turn.
Whenever a Dragon you control enters, put a gold counter on this artifact.
{T}, Remove a gold counter from this artifact: Draw a card.
{T}: Add one mana of any color.
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
{4}{G}, Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target.
Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Dragons you control have indestructible.
At the beginning of your upkeep, for each color, put a +1/+1 counter on a Dragon you control of that color. If you put +1/+1 counters on five Dragons this way, you win the game.
When this enchantment enters, it deals 3 damage to each creature and each planeswalker.
Landfall — Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
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.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Kicker {2} (You may pay an additional {2} as you cast this spell.)
Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling {2} ({2}, Discard this card: Draw a card.)
Kicker {4} (You may pay an additional {4} as you cast this spell.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.
+1: You may discard a card. If you do, draw a card.
+1: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells.
−7: Create four 5/5 red Dragon creature tokens with flying.
Creatures you control get +1/+0.
+1: Add {R} or {G}. Creature spells you cast this turn can't be countered.
−2: Target creature you control fights target creature you don't control.
+1: Dragon cards in your hand perpetually gain "This spell costs {1} less to cast," and "You may pay {X} rather than pay this spell's mana cost, where X is its mana value."
+1: Conjure a card named Shivan Dragon into your hand.
−2: Sarkhan, Wanderer to Shiv deals 3 damage to target creature.
+1: Creatures you control get +1/+0 and gain haste until end of turn.
0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
As this land enters, you may reveal a Dragon card from your hand. This land enters tapped unless you revealed a Dragon card this way or you control a Dragon.
As this land enters, choose a color.
{T}: Add one mana of the chosen color.
This land enters tapped.
{T}: Add {G}.
As long as you control six or more lands, lands you control have "{T}: Add one mana of any color."
{W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.