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 creature enters, return up to one other target permanent you control to its owner's hand.
Flash (You may cast this spell any time you could cast an instant.)When this creature enters, return up to one other target permanent you control to its owner's hand.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)Raid — At the beginning of your end step, if you attacked this turn, each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)Raid — At the beginning of your end step, if you attacked this turn, each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Myojin of Night's Reach enters with a divinity counter on it if you cast it from your hand.Myojin of Night's Reach has indestructible as long as it has a divinity counter on it.Remove a divinity counter from Myojin of Night's Reach: Each opponent discards their hand.
FlyingWhen this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)Threshold — This creature gets +2/+1 as long as there are seven or more cards in your graveyard.