When this creature enters, target player creates a 1/1 white and black Inkling creature token with flying. Then if an opponent controls more creatures than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Exile target creature. Its controller gains life equal to its power.
This spell costs less to cast for each instant and sorcery card in your graveyard.ReachWhenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
When this land enters, choose a land card name.Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.Lands with the chosen name have ": Add .": Add .
Lands you control have ": Add two mana of any one color. Spend this mana only to cast instant and sorcery spells.": Draw a card. Activate only if you have seven or more cards in 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.
This spell costs less to cast for each instant and sorcery card in your graveyard.ReachWhenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
When this creature enters, target player creates a 1/1 white and black Inkling creature token with flying. Then if an opponent controls more creatures than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Exile target creature. Its controller gains life equal to its power.
When this creature enters, target player creates a 1/1 white and black Inkling creature token with flying. Then if an opponent controls more creatures than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Exile target creature. Its controller gains life equal to its power.
When this land enters, choose a land card name.Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.Lands with the chosen name have ": Add .": Add .
First strikeWhenever you cast your third spell each turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Lightning Bolt deals 3 damage to any target.
Counter target spell. If you control a Wizard, add an amount of equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Flying, lifelinkAt the beginning of your second main phase, if you gained 2 or more life this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Target player draws two cards and loses 2 life.