When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.Untapped Dragons you control have hexproof.
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.
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.
Flying, vigilance, trampleThis creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
Flying, vigilance, trampleThis creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
FlyingWhenever one or more cards leave your graveyard during your turn, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")Renew — , Exile this card from your graveyard: Put two +1/+1 counters and a flying counter on target creature. Activate only as a sorcery.
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 enters, if you cast it, mill four cards. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.