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Creature
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Discard
Draw
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Flying Whenever this creature enters or attacks, draw two cards, then discard a card. Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.

Whenever Borborygmos and Fblthp enters or attacks, draw a card, then you may discard any number of land cards. When you discard one or more cards this way, Borborygmos and Fblthp deals twice that much damage to target creature. {1}{U}: Put Borborygmos and Fblthp into its owner's library third from the top.

Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.

At the beginning of combat on your turn, Oko becomes a copy of up to one target creature you control until end of turn, except he has hexproof. +1: Draw two cards. If you've committed a crime this turn, discard a card. Otherwise, discard two cards. −1: Create a 3/3 green Elk creature token. −5: For each other nonland permanent you control, create a token that's a copy of that permanent.

Surveil 3 if you have no cards in hand. Then draw three cards. (To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Reach, haste Whenever this creature attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.

Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, whenever a creature attacks you or a planeswalker you control, it gets -2/-0 until end of turn. II — Discard any number of cards, then investigate twice for each card discarded this way. III — Shuffle up to three target cards from your graveyard into your library.

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.

Menace Whenever Veronica attacks, you may discard a card. If you do, draw a card. Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")

Draw
Enchantment
Enchantment
Land
Land
Protection
Protection
Ramp
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Whenever you discard a creature card, put a +1/+1 counter on this creature. Whenever you discard a land card, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.

Ramp
Recursion
{1}, {T}, Discard a card: Put a study counter on Grimoire of the Dead. {T}, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.

Reach Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

Recursion
Removal
Removal
Theft
Theft
Tokens
Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.

Flying When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.

Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control." Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.

Tokens
Maybeboard
Trample Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. Discard a land card: Borborygmos Enraged deals 3 damage to any target.

Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.) Whenever you discard a card, put a +1/+1 counter on Brallin and it deals 1 damage to each opponent. {R}: Target Shark gains trample until end of turn.

When Proft's Eidetic Memory enters, draw a card. You have no maximum hand size. At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.

Maybeboard
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