VigilanceConverge — When this creature enters, you may draw X cards, where X is the number of colors of mana spent to cast this spell. If you draw one or more cards this way, discard two cards.
VigilanceConverge — When this creature enters, you may draw X cards, where X is the number of colors of mana spent to cast this spell. If you draw one or more cards this way, discard two cards.
Sanar enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.): Create a Treasure token. Activate only if you've cast an instant or sorcery spell this turn.Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sanar enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.): Create a Treasure token. Activate only if you've cast an instant or sorcery spell this turn.Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
This creature can't block.Whenever this creature attacks, each opponent loses 1 life and you gain 1 life., Exile an instant or sorcery card from your graveyard: Return this card from your graveyard to the battlefield.
First strikeAt the beginning of each end step, if an opponent has more cards in hand than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)You and target opponent each draw three cards.
First strikeAt the beginning of each end step, if an opponent has more cards in hand than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)You and target opponent each draw three cards.
Stress Dream deals 5 damage to up to one target creature. Look at the top two cards of your library. Put one of those cards into your hand and the other on the bottom of your library.
Stress Dream deals 5 damage to up to one target creature. Look at the top two cards of your library. Put one of those cards into your hand and the other on the bottom of your library.
When this enchantment enters, create a 2/2 red and white Spirit creature token.Whenever you attack, if a card left your graveyard this turn, target attacking creature gets +2/+0 until end of turn.
When this enchantment enters, create a 2/2 red and white Spirit creature token.Whenever you attack, if a card left your graveyard this turn, target attacking creature gets +2/+0 until end of turn.
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, this creature also gains double strike until end of turn.
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, this creature also gains double strike until end of turn.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.Put two +1/+1 counters on up to one target creature.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.Put two +1/+1 counters on up to one target creature.