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Enchant land When this Aura enters, draw a card. Enchanted land has "T: Add one mana of any color."
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
Emerge 6B (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, target opponent loses 3 life and you gain 3 life.
When this creature enters, each player sacrifices two creatures of their choice.
T: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
Whenever an opponent discards a card, this creature gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Flying, trample You can't win the game and your opponents can't lose the game.
Flying Whenever this creature deals damage to a player, that player discards a card.