+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."
Flying, ward This creature enters prepared.Whenever this creature attacks, you may exile eight cards from your graveyard. If you do, this creature becomes prepared.Target player draws three cards.
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.)
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.)
+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."
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.
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 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, 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.
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.)