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When Circuit Mender enters, you gain 3 life. When Circuit Mender leaves the battlefield, draw a card.
Whenever Civil Servant attacks, you may tap another untapped Citizen you control. If you do, Civil Servant gets +1/+0 and gains trample until end of turn.
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
As an additional cost to cast this spell, exile a creature card from your graveyard. 1U, Exile Cobbled Lancer from your graveyard: Draw a card.
Equipped creature has haste. Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. Equip 1R
Flash Flying Foretelling cards from your hand costs 1 less and can be done on any player's turn. Foretell U
At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life and scry 1.
When this creature enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
When this creature enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
Target creature gets -3/-3 until end of turn. Target player mills three cards. You gain 3 life.
Skeletons, Vampires, and Zombies you control get +1/+1. At the beginning of your end step, if a creature died this turn, create a 1/1 black Skeleton creature token.
This spell costs U less to cast for each instant and sorcery spell you've cast this turn. Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy. You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.
When Devoted Grafkeeper enters, mill four cards. Whenever you cast a spell from your graveyard, tap target creature you don't control. Disturb 1WU (You may cast this card from your graveyard transformed for its disturb cost.)
Ninjutsu 1B (1B, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Dokuchi Silencer deals combat damage to a player, you may discard a card. When you do, destroy target creature or planeswalker that player controls.
Flying When Dorothea, Vengeful Victim attacks or blocks, sacrifice it at end of combat. Disturb WU (You may cast this card from your graveyard transformed for its disturb cost.)
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium — As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+0, has flying, and attacks each combat if able.
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land enters under your control, you gain 1 life. 2G: Level 2 You may play an additional land on each of your turns. 2G: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
You may mill three cards. Then return up to two creature and/or land cards from your graveyard to your hand.
When Dueling Coach enters, distribute two +1/+1 counters among one or two target creatures you control. W, T: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
T: Add C. 1, T, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
Ward 1 As long as Dwarfhold Champion is equipped, it gets +0/+2.