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Artifact, instant, and sorcery spells you cast cost {1} less to cast.
{7}: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.
Whenever this creature attacks, another target creature you control gets +1/+1 until end of turn.
Unearth {W} ({W}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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.)
Flying, lifelink
Each legendary permanent you control has ward {2}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast an artifact spell, put a +1/+1 counter on this creature.
Whenever this creature or equipped creature deals combat damage to a player, draw a card.
Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Vigilance
At the beginning of your end step, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{5}: Draw a card and put a +1/+1 counter on Geology Enthusiast.
Artifact creatures you control get +2/+2.
{6}: Create a token that's a copy of target artifact you control, except it's a 1/1 Soldier creature in addition to its other types.
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.
At the beginning of your end step, if you control two or more other creatures, draw a card.
{3}{W}: Create a 1/1 colorless Soldier artifact creature token.
Unearth {2}{W}{W}
Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.)
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Prototype {2}{W} — 1/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
Double strike
When this creature enters, draw a card.
When The Mightstone and Weakstone enters, choose one —
• Draw two cards.
• Target creature gets -5/-5 until end of turn.
{T}: Add {C}{C}. This mana can't be spent to cast nonartifact spells.
(Melds with Urza, Lord Protector.)
When this artifact enters, each opponent sacrifices three creatures of their choice.
At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control. It's a Phyrexian in addition to its other types.
(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.
Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
Enchant creature
Enchanted creature can't attack or block and has "{7}: Hold for Ransom's controller sacrifices it and draws a card. Activate only as a sorcery."
Flash
Enchant creature
When this Aura enters, if enchanted creature is red, tap it.
As long as enchanted creature is red, it loses all abilities.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
Flash
Enchant artifact, creature, or planeswalker
When this Aura enters, tap enchanted permanent. If it's an Equipment, unattach it.
Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Flash
Domain — This spell costs {1} less to cast for each basic land type among lands you control.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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.)
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].
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
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.")
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.
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
Take an extra turn after this one. If this spell was foretold, create two 1/1 blue Bird creature tokens with flying. Exile Alrund's Epiphany.
Foretell {5}{U}{U}
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
−2: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
+1: Create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
0: Pay any amount of mana. Look at that many cards from the top of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
−6: You get an emblem with "Tap an untapped artifact you control: This emblem deals 1 damage to any target."
Whenever you draw a card, put a loyalty counter on Teferi.
0: Draw a card.
−2: Create a 2/2 blue Spirit creature token with vigilance and "Whenever you draw a card, put a +1/+1 counter on this token."
−12: Target opponent chooses a permanent they control and returns it to its owner's hand. Then they shuffle each nonland permanent they control into its owner's library.
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
{T}: Add {C}.
{1}, {T}: Add one mana of any color.
{3}, {T}: Create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
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}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
This land enters tapped.
{T}: Add {W} or {U}.
{1}{W}{U}: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token.