Whenever another creature you control enters, put a +1/+1 counter on this creature.As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
You may look at the top card of your library any time.You may cast creature spells from the top of your library.You can spend mana of any type to cast creature spells.
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)Whenever a creature you control with power 4 or greater enters, draw a card.
FlyingWhenever this creature attacks, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature.Whenever another nontoken creature dies, draw a card.
First strike (This creature deals combat damage before creatures without first strike.): Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
At the beginning of your upkeep, choose one that hasn't been chosen —• This enchantment deals 4 damage to any target and you gain 4 life.• Target opponent discards two cards.• Draw two cards.• You lose the game.
: If Kellan is a Scout, it becomes a Human Faerie Detective and gains "Whenever Kellan deals combat damage to a player, exile the top card of your library. You may play that card this turn.": If Kellan is a Detective, it becomes a 3/2 Human Faerie Rogue and gains double strike.
This spell can't be countered.FlyingWhen this creature enters, look at the top five cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Flash (You may cast this spell any time you could cast an instant.)When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.Equipped creature gets +2/+0 and has flying.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flash (You may cast this spell any time you could cast an instant.)When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.Equipped creature gets +2/+0 and has flying.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."