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Flying When this creature enters, put a +1/+1 counter on another target Soldier you control.
Equipped creature gets +1/+0 and has flying. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
When this creature enters, 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.
Choose target spell or permanent that's red or green. Its owner puts it on their choice of the top or bottom of their library.
Return target permanent to its owner's hand. Return target permanent card from your graveyard to your hand.
Revolt — As long as a permanent left the battlefield under your control this turn, if a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead. Whenever you get one or more E, this enchantment deals that much damage to any target.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) 2, T: Draw a card. Max speed — Whenever you draw a card, each opponent mills two cards. (Each opponent puts the top two cards of their library into their graveyard.)
At the beginning of your upkeep, you may put a charge counter on this artifact. T: You may put a creature card with mana value equal to the number of charge counters on this artifact from your hand onto the battlefield.
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn. Pay 50 life: This artifact deals 50 damage to any target.
Whenever this creature blocks a creature, you may return this creature to its owner's hand. If you do, you may put a creature card from your hand onto the battlefield blocking that creature.
Flying When this Vehicle enters, you get EE (two energy counters). Pay E: This Vehicle gains lifelink until end of turn. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Flying At the beginning of your upkeep, you get EEE (three energy counters). Pay eight E: Return all other creatures to their owners' hands. Activate only as a sorcery.
Trample Whenever this creature enters or attacks, you get E (an energy counter) for each creature you control. Pay E: This creature gets +1/+1 until end of turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.) Aeve isn't legendary if it's a token. Aeve enters with a +1/+1 counter on it for each other Ooze you control.
When this creature enters, you may have it fight target creature you don't control. (Each deals damage equal to its power to the other.)
Exhaust — 2GG: Put two +1/+1 counters on this creature. (Activate each exhaust ability only once.) Whenever you activate an exhaust ability, return this card from your graveyard to the battlefield.
Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.
2: This creature gains flying until end of turn. Whenever this creature attacks, exile up to one target card from a graveyard.
Choose one or both — • Exile target artifact or creature you control, then return it to the battlefield under its owner's control. • Return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield.
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Trample When this creature enters, if it was bargained, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Whenever a creature you control attacks alone, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this token: Draw a card.")
At the beginning of combat on your turn, put a +1/+1 counter on each of up to two target creatures.
Whenever Agent Maria Hill becomes tapped to pay a teamwork cost, put a +1/+1 counter on her and draw a card.