Jump — During your turn, Kain has flying.Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Choose one or more —• Target creature you control fights target creature an opponent controls.• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.)• Put a lore counter on target Saga you control.
This land enters tapped.Add or ., : Transform this land. This ability costs less to activate for each other Town you control.FlyingWhenever Balamb Garden attacks, draw a card.Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. You may attach an Equipment you control to that creature. If you do, unattach it at the beginning of the next end step.
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
You may play an additional land on each of your turns.Zell Dincht gets +1/+0 for each land you control.At the beginning of your end step, return a land you control to its owner's hand.