Lifelink, ward When this creature enters, look at target player's hand. You may choose a card from it. If you do, that player discards that card, then draws a card.
Flying, first strike, lifelinkCrew 3Cycling (, Discard this card: Draw a card.)When you cycle this card, create X 1/1 colorless Pilot creature tokens with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
TrampleCycling (, Discard this card: Draw a card.)When you cycle this card, put two +1/+1 counters on up to one target creature or Vehicle. It gains trample and indestructible until end of turn.
Indestructible, hasteStart your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.), : Target creature with power 2 or less can't be blocked this turn.Hazoret can't attack or block unless you have max speed.
Double strikeProwess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
When this creature enters, create a 3/2 colorless Vehicle artifact token with crew 1.Vehicles you control have flying.Whenever one or more creatures you control with flying deal combat damage to a player, draw a card.
Lifelink, ward When this creature enters, look at target player's hand. You may choose a card from it. If you do, that player discards that card, then draws a card.
Flying, trampleStart your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)At the beginning of your end step, you draw X cards and lose X life, where X is your speed.
Other artifact creatures you control get +2/+2.Whenever this Vehicle attacks, return up to one target artifact card from your graveyard to the battlefield.Crew 6
Vigilance, menaceWhen this creature enters, other creatures you control get +2/+2 and gain vigilance and menace until end of turn. Damage can't be prevented this turn.