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Card Advantage
Skulk (This creature can't be blocked by creatures with greater power.) This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.

Card Advantage
Finisher - infinite
Finisher - infinite
Finishers
Enchant creature {U}: Untap enchanted creature. {U}: Enchanted creature gains flying until end of turn. {U}: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.) {1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.

This spell costs {X} less to cast, where X is the greatest power among creatures you control. Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures. {2}, {T}: Double target creature's power until end of turn.

Whenever you cast a permanent spell with a mana cost that contains {X}, double the value of X. Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains {X}, copy that spell or ability. You may choose new targets for the copy.

Finishers
Interaction
X can't be 0. Target spell's controller exiles it with X delay counters on it. At the beginning of each of that player's upkeeps, if that card is exiled, remove a delay counter from it. If the card has no delay counters on it, the player puts it onto the stack as a copy of the original spell.

As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs {2} less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)

Interaction
Land
Land
Ramp
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.

Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced. {5}{G}{U}: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

This enchantment enters with X charge counters on it. Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn. At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.

Ramp
Ramp - Mana
{T}: Add {G}. Ferocious — {T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater. Eternalize {2}{G}{G} ({2}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)

Ramp - Mana
X-Creatures
Trample This creature enters with X +1/+1 counters on it. Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.

X-Creatures
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