(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature’s toughness.
If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
Serra Avatar’s power and toughness are each equal to your life total. When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner’s library.
At the beginning of each opponent’s upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
When this creature enters, create two 1/1 white Soldier creature tokens. {W}, Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
Flash Flying Other Faerie creatures you control get +1/+1. Other Faeries you control have shroud. (They can’t be the targets of spells or abilities.)
Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, draw a card.
Choose one — • Destroy target artifact. • Change the target of target spell or ability with a single target. • One or two target creatures can’t block this turn.
At the beginning of each player’s draw step, if this artifact is untapped, that player draws an additional card.
Nyx Lotus enters tapped. {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
You may play an additional land on each of your turns. Whenever you play a land or cast a spell, draw a card if you have no cards in hand. Otherwise, discard a card.
Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
This land enters tapped. When this land enters, return a land you control to its owner’s hand. {T}: Add {U}{B}.