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When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{1}: Add {R}, {W}, or {B}. Activate only once each turn.
As this enchantment enters, choose Jeskai or Temur.
• Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card.
• Temur — Creatures you control get +1/+0 and have trample and haste.
At the beginning of your upkeep, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Put a +1/+1 counter on each of those creatures.
Choose one —
• The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
• Counter target noncreature spell.
You may cast this spell as though it had flash if you behold a Dragon as an additional cost to cast it. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Molten Exhale deals 4 damage to target creature or planeswalker.
Draw a card, then you may discard a card. When you discard a nonland card this way, Glacial Dragonhunt deals 3 damage to target creature.
Harmonize {4}{U}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
As an additional cost to cast this spell, behold a Dragon or pay {1}. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Target creature gets -3/-3 until end of turn.
Target creature gets +3/+0 and gains haste until end of turn.
Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Flurry — Whenever you cast your second spell each turn, this creature gets +1/+1 until end of turn.
{1}: Add {U}, {R}, or {W}. Activate only once each turn.
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
Distribute two +1/+1 counters among one or two target creatures you control. Creatures you control with counters on them gain vigilance and trample until end of turn.
Harmonize {4}{G} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Whenever this creature becomes tapped, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Flurry — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying
Whenever this creature deals combat damage to a player, you may search your library for a card named Tempest Hawk, reveal it, put it into your hand, then shuffle.
A deck can have any number of cards named Tempest Hawk.
Target opponent reveals their hand. You choose a nonland card from it and exile that card. Put a +1/+1 counter on up to one target creature you control.
Deathtouch
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Flash
{1}, Sacrifice another creature: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
Flying
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
As long as there are three or more different kinds of counters among creatures you control, this creature gets +2/+4.
You may cast this card from your graveyard. If you do, it enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
Flurry — Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
When this enchantment enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When a Dragon you control enters, return this enchantment to its owner's hand.
When this creature dies, create a 2/2 black Zombie Druid creature token.
Renew — {B}, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.