At the beginning of each opponent's draw step, you draw a card.+1: Create a 1/1 blue Illusion creature token.−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
FlyingWhenever a creature you control attacks, that creature deals 1 damage to each opponent.: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.When this creature dies, draw a card.
FlyingWhen Uldaros Theorix enters, if you cast him, exile up to one target nonland card of each card type from your graveyard. Copy those cards. You may cast any number of spells with total mana value 6 or less from among the copies without paying their mana costs. (Permanent spells cast this way become tokens.)
Whenever a creature you control dies, put a charge counter on this enchantment.At the beginning of your first main phase, add for each charge counter on this enchantment.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
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.)
FlyingWhen Aerid Konstrari enters or dies, create a Heartwood token. (It's a red and green artifact with ": Add or ."): Create a Heartwood token. Then Aerid Konstrari gets +X/+0 until end of turn, where X is the number of artifacts you control.