FlyingWhen Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creatures you control get +1/+1 until end of turn.Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
Creatures you control get +1/+1 until end of turn.Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
When Shipwreck Sifters enters, draw a card, then discard a card.Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on Shipwreck Sifters.
FlashEnchant creature you controlWhen Cradle of Safety enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)Enchanted creature gets +1/+1.
FlashEnchant creature you controlWhen Cradle of Safety enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)Enchanted creature gets +1/+1.