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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.
When this creature enters, create a number of 1/1 white Rabbit creature tokens equal to the number of other creatures you control named Hare Apparent.
A deck can have any number of cards named Hare Apparent.
Vigilance
At the beginning of combat on your turn, you may pay {1}. When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Offspring {1} (You may pay an additional {1} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
When this creature enters, target creature you control gets +1/+1 until end of turn.
As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type.
Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 0/4 white Wall creature token with defender.
{W}: Level 2
Whenever one or more noncreature, nonland permanents you control enter, put a +1/+1 counter on target creature you control.
{4}{W}: Level 3
When this Class becomes level 3, return target noncreature, nonland permanent card from your graveyard to the battlefield.
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward {2}.
This land enters tapped.
When this land enters, exile up to three target cards from graveyards.
{T}: Add {C}.
{T}: Add one mana of any of the exiled cards' colors.
As Three Tree City enters, choose a creature type.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control enters, surveil 1.
{1}{U}: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
{3}{U}: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
{G}: Level 2
Permanents you control with counters on them have ward {1}.
{3}{G}: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
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.