+2: You gain 3 life.0: You draw a card and lose 1 life.−3: Destroy target creature.−6: You get an emblem with "Whenever you gain life, target opponent loses that much life."
Destroy target creature or planeswalker. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Affinity for creatures (This spell costs 1 less to cast for each creature you control.)Flying, deathtouchInstant and sorcery spells you cast have affinity for creatures.
Flying, trampleCascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)Instant and sorcery spells you cast from your hand have cascade.
Flying, hasteEach instant and sorcery card in your hand has miracle . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
FlyingWard—Pay 5 life.Instant and sorcery spells you cast have storm. (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.You may choose new targets for the copies.)
Put two +1/+1 counters on each creature you control.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
+2: You gain 3 life.0: You draw a card and lose 1 life.−3: Destroy target creature.−6: You get an emblem with "Whenever you gain life, target opponent loses that much life."
+2: You gain 3 life.0: You draw a card and lose 1 life.−3: Destroy target creature.−6: You get an emblem with "Whenever you gain life, target opponent loses that much life."
Return target nonland permanent card from your graveyard to the battlefield.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Target player draws two cards and loses 2 life.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
VigilanceThis creature enters prepared.Whenever this creature attacks, if you control eight or more lands, this creature becomes prepared.Return target card from your graveyard to your hand.
Flying, vigilanceEach instant and sorcery spell you cast has casualty 1. (As you cast that spell, you may sacrifice a creature with power 1 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Put two +1/+1 counters on each creature you control.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Put two +1/+1 counters on each creature you control.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Target player draws two cards and loses 2 life.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
VigilanceThis creature enters prepared.Whenever this creature attacks, if you control eight or more lands, this creature becomes prepared.Return target card from your graveyard to your hand.
Flying, trampleCascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)Instant and sorcery spells you cast from your hand have cascade.
Target player creates a token that's a copy of target creature you control.Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
FlyingWard—Pay 5 life.Instant and sorcery spells you cast have storm. (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.You may choose new targets for the copies.)