Hideaway 5 Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ." —Ellywick Tumblestrum
Wishclaw Talisman enters with three wish counters on it. {1}, {T}, Remove a wish counter from Wishclaw Talisman: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of Wishclaw Talisman. Activate only during your turn.
{T}: Put a coin counter on Wishing Well. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on Wishing Well from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
Flying Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life. {5}{W}{B}: Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
Flying When Wispweaver Angel enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Target player draws two cards, then discards four cards.
"To probe the wonders of the multiverse, to gaze upon worlds unspoiled by blade or spell . . . it's enough to make one weep for the possibilities denied."
Witch's Cottage enters tapped unless you control three or more other Swamps. When Witch's Cottage enters untapped, you may put target creature card from your graveyard on top of your library.