+1: Creatures you control get +1/+0 and gain haste until end of turn.0: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
As an additional cost to cast this spell, discard a card.Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
FlyingIymrith, Desert Doom has ward as long as it's untapped.Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Each creature you control gets +2/+0 for each Equipment attached to it.You may pay rather than pay the equip cost of the first equip ability you activate each turn.
(Gain the next level as a sorcery to add its ability.)You have no maximum hand size.: Level 2When this Class becomes level 2, draw two cards.: Level 3Whenever you draw a card, put a +1/+1 counter on target creature you control.
If you control two or more other lands, Hall of Storm Giants enters tapped.: Add .: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If you control two or more other lands, Den of the Bugbear enters tapped.: Add .: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
FlashVigilanceWhen Guardian of Faith enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)