Arixmethes, Slumbering Isle enters tapped with five slumber counters on it.As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.)Whenever you cast a spell, you may remove a slumber counter from Arixmethes.: Add .
Double strike (This creature deals both first-strike and regular combat damage.)Vigilance (Attacking doesn't cause this creature to tap.)Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Choose two —• Destroy all artifacts.• Destroy all enchantments.• Destroy all creatures with mana value 3 or less.• Destroy all creatures with mana value 4 or greater.
Flying, hasteSacrifice a creature: Falkenrath Aristocrat gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat.
FlyingWhen Flickerwisp enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.