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Ninjutsu {1}{G}
This creature enters with a deathtouch counter on it.
Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
Spells your opponents cast that target Charix cost {2} more to cast.
{3}: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
During your turn, creatures you control have hexproof.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped.
Activated abilities of lands you control cost {1} less to activate.
Land creatures you control get +1/+1.
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Flying, ward {2}
Channel — {2}{G}, Discard this card: Return target card from your graveyard to your hand.
Channel — {1}{U}, Discard this card: Return target creature to its owner's hand.
Each creature you control assigns combat damage equal to its toughness rather than its power.
{G}: Target creature with defender can attack this turn as though it didn't have defender.
{2}{G}: Creatures you control get +0/+1 until end of turn.
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Each creature you control assigns combat damage equal to its toughness rather than its power.
−3: You gain life equal to the greatest toughness among creatures you control.
({T}: Add {B} or {G}.)
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.)
({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.)
({T}: Add {G} or {U}.)
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.)
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.
Replicate {1} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Counter target triggered ability or colorless spell.
({B/P} can be paid with either {B} or 2 life.)
Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.