When Aether Channeler enters the battlefield, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
As an additional cost to cast this spell, discard X cards. Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.
Few monsters challenged Narset after they sensed her power.
When Channeler Initiate enters the battlefield, put three -1/-1 counters on target creature you control. {T}, Remove a -1/-1 counter from Channeler Initiate: Add one mana of any color.
Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20. 1—9 | Exile the top card of your library. You may play it this turn. 10—19 | Exile the top two cards of your library. You may play them this turn. 20 | Exile the top three cards of your library. You may play them this turn.
Whenever you cast a noncreature spell, surveil 1. Delirium — As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+2, has flying, and attacks each combat if able.
When Geistchanneler enters the battlefield, choose an instant or sorcery card in your hand with mana value 3 or greater. It perpetually gains "This spell costs {2} less to cast."
As long as there are four or more instant and/or sorcery cards in your graveyard, Magmatic Channeler gets +3/+1. {T}, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Play with the top card of your library revealed. As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3. As long as the top card of your library is a land card, Mul Daya Channelers has "{T}: Add two mana of any one color."