Artifact creatures you control have vigilance.Whenever you cast a noncreature spell, create a 1/1 colorless Sculpture Treasure artifact creature token with ", Sacrifice this token: Add one mana of any color."
Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle.A deck can have any number of cards named Sphinx's Approach.
FlashFlyingWhenever this creature attacks, draw a card, then discard a card.When this creature dies, if it isn't a token, create a token that's a copy of it.
When one or more of your opponents are dealt combat damage during your turn, draw two cards. If your library has no cards in it, you win the game. Fblthp's owner shuffles him into their library. (If you draw from an empty library this way, you still win the game.)
You may reveal exactly two cards you own with different names from outside the game. An opponent chooses one of them. You put that card into your hand.
Whenever you cast a prepared spell, copy it. You may choose new targets for the copy., : Each creature you control becomes prepared. (Only creatures with prepare spells can become prepared.)
Choose one —• Target permanent you control gains hexproof and indestructible until end of turn.• You draw a card and gain 3 life.• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery.
When this creature enters, create a Heartwood token. (It's a red and green artifact with ": Add or ."), Sacrifice another artifact: Put a +1/+1 counter on this creature. It gains your choice of trample, hexproof, or haste until end of turn.
Lands you control have hexproof. (They can't be the targets of spells or abilities your opponents control.): Return target land card from your graveyard to your hand.
Whenever this creature or another creature you control enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.): Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if you've scried or surveilled this turn. (If a creature with a finality counter on it would die, exile...
Draw a card. If this spell wasn't cast from your hand, draw two cards instead.Flashback—, Discard a card. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
FlashWhen this creature enters, empower Jace 3. (Put three loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card."), Sacrifice this creature: The next spell you cast this turn can't be countered.
Creature tokens you control get +1/+0 and have vigilance.: Add one mana of any color. Spend this mana only to cast a planeswalker spell., Discard this card: It deals 4 damage to target attacking or blocking creature.
Choose one —• Stingerquill Charm deals 3 damage to any target.• Target creature gains first strike and deathtouch until end of turn.• Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.
Choose one —• Draw cards equal to the greatest power among creatures you control. You lose life equal to the number of cards drawn this way.• All creatures get -3/-3 until end of turn.
Choose one —• Counter target noncreature spell unless its controller pays .• Target creature gets -2/-2 until end of turn.• Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)