When Beza, the Bounding Spring enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
When Beza, the Bounding Spring enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.
Gift a card You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Gift a card You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
As long as you've lost life this turn, Essence Channeler has flying and vigilance. Whenever you gain life, put a +1/+1 counter on Essence Channeler. When Essence Channeler dies, put its counters on target creature you control.
As long as you've lost life this turn, Essence Channeler has flying and vigilance. Whenever you gain life, put a +1/+1 counter on Essence Channeler. When Essence Channeler dies, put its counters on target creature you control.
Flying Whenever Jackdaw Savior or another creature you control with flying dies, return another target creature card with lesser mana value from your graveyard to the battlefield.
Flying Whenever Jackdaw Savior or another creature you control with flying dies, return another target creature card with lesser mana value from your graveyard to the battlefield.
Flash Flying Whenever Salvation Swan or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Flash Flying Whenever Salvation Swan or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Create a 1/1 white Rabbit creature token. {P}{P} — Exile target nonland permanent. Its controller draws a card. {P}{P}{P} — Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Create a 1/1 white Rabbit creature token. {P}{P} — Exile target nonland permanent. Its controller draws a card. {P}{P}{P} — Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Gift a card Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Gift a card Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Offspring {2} Whenever you attack, choose one — • Create a 1/1 white Rabbit creature token that's tapped and attacking. • Attacking creatures you control get +1/+1 until end of turn.
Offspring {2} Whenever you attack, choose one — • Create a 1/1 white Rabbit creature token that's tapped and attacking. • Attacking creatures you control get +1/+1 until end of turn.
Valiant — Whenever Whiskervale Forerunner becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Valiant — Whenever Whiskervale Forerunner becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Vigilance Azure Beastbinder can't be blocked by creatures with power 2 or greater. Whenever Azure Beastbinder attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Vigilance Azure Beastbinder can't be blocked by creatures with power 2 or greater. Whenever Azure Beastbinder attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Whenever one or more other creatures you control leave the battlefield without dying, draw a card. {1}{U}, {T}: Return another target creature you control to its owner's hand.
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