Enchant creature When this Aura enters, tap enchanted creature. It becomes unprepared. Enchanted creature loses all abilities and doesn't untap during its controller's untap step.
Until end of turn, you may activate loyalty abilities of Jace planeswalkers you control on any player's turn any time you could cast an instant. Empower Jace 8.
Choose one — • Target creature has base power and toughness 1/1 until end of turn. • Target creature has base power and toughness 4/5 until end of turn.
In the Meditation Realm, Jace had seen himself reflected in a Multiverse complete in every detail. Now he only had to make it real.
When this enchantment enters, the owner of up to one other target nonland permanent puts it on their choice of the top or bottom of their library. Whenever you cast your first noncreature spell each turn, empower Jace 1.
When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them. {3}{U}{U}, Exile this card from your graveyard: Draw two cards.
Flash Flying Whenever this creature attacks, draw a card, then discard a card. When this creature dies, if it isn't a token, create a token that's a copy of it.
Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Sphinx's Approach.
Defender, flying, vigilance As long as you've scried or surveilled this turn, this creature can attack as though it didn't have defender. {3}{U}: Surveil 1.
At the beginning of each opponent's draw step, you draw a card. [+1]: Create a 1/1 blue Illusion creature token. [–2]: For each opponent, return up to one target artifact or creature that player controls to its owner's hand. [–6]: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.