When this enchantment enters, exile another target nonland permanent. When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
"The landscape shimmered and I felt a chill breeze. When my vision cleared, I found myself alone among the corpses of my fallen friends." —Journal found in Numai
When this creature enters, you may pay {X}. If you do, search your library for an Equipment card with mana value X or less, put that card onto the battlefield, then shuffle.
Destroy target artifact or enchantment. You gain life equal to its mana value.
"The jeweler, the potter, the smith . . . They all imbue a bit of their souls into their creations. The kami destroy that crafted mortal shell and absorb the soul within." —Noboru, master kitemaker
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature. {1}, Remove X ki counters from this creature: Tap X target creatures.
"Wind is forceful, yet ephemeral. It can knock a dragon out of the sky, yet pass through the smallest crack unhindered." —Jestus Dreya, Of Elements and Eternity
Flying Metalcraft — {U}: Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
Flying When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
This creature can't be blocked except by three or more creatures. If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost. When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
Return all artifacts target player owns to their hand.
Hurkyl's research at the College of Lat-Nam wasn't enough to stop the two brothers, but for centuries thereafter her spellcraft taught artificers restraint.