Level up {1}({1}: Put a level counter on this. Level up only as a sorcery.) {T}: Add {C}. LEVEL 1-7 {T}: Add {W}, {B}, {G}, or {C}. LEVEL 8+ {T}: Add {W}, {B}, {G}, or {C}. Scry 1.
This creature enters with X +1/+1 counters on it. When this creature leaves the battlefield, put its counters on target creature you control. Warp {X}{G}
[+1]: Distribute two +1/+1 counters among up to two target creatures. They gain trample until end of turn. [–3]: Target creature you control deals damage equal to its power to target creature or planeswalker. [–5]: You may reveal a creature card you own from outside the game and put it into your hand.
{B}, Discard a card: Regenerate this creature. Threshold — As long as seven or more cards are in your graveyard, this creature gets +2/+2 and can't block.
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. {3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control.
Put a +1/+1 counter on target creature you control if you weren't the starting player. Then that creature deals damage equal to its power to target creature you don't control.
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards.