Flying, double strikeAt the beginning of combat on your turn, you may choose two. Each mode must target a different player.• Target player creates a 2/1 white and black Inkling creature token with flying.• Target player draws a card and loses 1 life.• Target player puts a +1/+1 counter on each creature they control.
This creature enters with X +1/+1 counters on it, where X is the total toughness of other creatures you control.Sacrifice a creature with defender: All creatures gain trample until end of turn.
FlashFlyingWhen this creature enters, if you cast it, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard, then you may cast it without paying its mana cost.
FlyingWhen this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Each creature you control assigns combat damage equal to its toughness rather than its power.: Target creature with defender can attack this turn as though it didn't have defender.: Creatures you control get +0/+1 until end of turn.
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.