Whenever you cast a noncreature spell, put a lore counter on this enchantment. {2}{W}: Put a lore counter on this enchantment. {W}: Until end of turn, this enchantment becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
Islandwalk Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn. Crew 1
Kicker {2}{U} When this enchantment enters, if it was kicked, create a 2/2 blue Drake creature token with flying. Whenever you cast a kicked spell, create a 2/2 blue Drake creature token with flying.
Flying When this creature enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
When this creature enters, create a 1/1 green and white Citizen creature token. {2}, Exile this card from your hand: Target land gains "{T}: Add {R}, {G}, or {W}" until this card is cast from exile. You may cast this card for as long as it remains exiled.
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
Improvise Reveal the top X cards of your library. You may put any number of artifact cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.