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When this creature enters, choose one —
• Scry 2.
• You gain 3 life.
• Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
Haste
When this creature enters, choose one —
• Discard a card, then draw a card.
• Create a Treasure token.
• Create a Wicked Role token attached to target creature you control.
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Flash
When this creature enters, exile up to one other target non-Fox creature until this creature leaves the battlefield.
{1}{W}, Sacrifice this creature: You gain 2 life.
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Double strike, vigilance
Whenever Agrus Kos enters or attacks, choose up to one target creature. If it's suspected, exile it. Otherwise, suspect it. (A suspected creature has menace and can't block.)
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.
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.
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Spree (Choose one or more additional costs.)
+ {1} — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
+ {2} — Destroy target creature if no other creature has greater power.
This land enters tapped.
{T}: Add {R} or {W}.
{1}{R}{W}: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1 counter on target creature you control.
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 {R} or {W}.
{T}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
Destroy target creature, enchantment, or planeswalker. Its controller creates two Map tokens. (They're artifacts with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Flash
When this creature enters, choose one —
• Put a +1/+1 counter on this creature for each creature that left the battlefield under your control this turn.
• You gain 2 life and scry 2.
• Exile target player's graveyard.
Flash
Flying
When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)
Spells your opponents cast from graveyards or from exile cost {2} more to cast.
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.
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.