Creature — Avatar (4/4)
Draft Animus of Predation face up.
As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.)
If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has reach, and is every creature type.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.
Enchantment — Aura
You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant nonblack creature
Enchanted creature gets +2/+2.
Instant
Target creature gets +2/+2 until end of turn.
Addendum — If you cast this spell during your main phase, that creature gains flying until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+3 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy it.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Audacity is put into a graveyard from the battlefield, draw a card.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
Artifact — Equipment
Equipped creature gets +1/+0 and has vigilance.
Whenever equipped creature dies, if it was a Human, create a 1/1 white Spirit creature token with flying.
Equip
Creature — Bird Wizard (3/1)
Flying
At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.
Enchantment Creature — Spirit (1/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Enchanted creature gets +1/+1 and has deathtouch.
Sorcery
One or two target creatures each gain haste until end of turn. For each of those creatures, create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)
Creature — Human Knight // Sorcery — Adventure (3/3)
Betroth the Beast
Create a Royal Role token attached to target creature you control. (Enchanted creature gets +1/+1 and has ward .)
Artifact — Equipment
Equipped creature has flying and first strike.
Equip
Enchantment
At the beginning of combat on your turn, creatures you control gain flying until end of turn if a creature card in your graveyard has flying. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Creature — Vampire Knight (3/2)
As long as you control an enchantment, Blood-Cursed Knight gets +1/+1 and has lifelink. (Damage dealt by this creature also causes you to gain that much life.)
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