Creature — Spirit (2/3)
Flying
When Ethereal Investigator enters the battlefield, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Creature — Elemental (4/3)
Flying
Ethereal Whiskergill can't attack unless defending player controls an Island.
Artifact Creature — Human Wizard (2/1)
Whenever you cast a spell with mana value 4 or greater, create a 1/1 colorless Thopter artifact creature token with flying.
Creature — Merfolk Wizard (3/2)
Flying
As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
Creature — Spirit (4/4)
Flying
At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay for each card in your hand.
Creature — Drake (1/2)
Flying
Eyekite gets +2/+0 as long as you've drawn two or more cards this turn.
Creature — Faerie Artificer (2/2)
Flying
Whenever a nontoken creature enters the battlefield under an opponent's control, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with Faerie Artisans.
Creature — Faerie Rogue (1/2)
Flash
Flying
When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Faerie Wizard (2/2)
Flash
Flying
When Faerie Harbinger enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
Creature — Faerie Rogue (2/1)
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature — Faerie (0/0)
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
Creature — Faerie Rogue (1/2)
Flash
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
Creature — Zombie Bird (2/2)
Flying
When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Creature — Human Scout (0/3)
When Fallaji Archaeologist enters the battlefield, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Fallaji Archaeologist. (To mill a card, put the top card of your library into your graveyard.)
Creature — Zombie Wizard (1/2)
: You may tap or untap another target permanent.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Illusion (1/3)
Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Fathom Seer is turned face up, draw two cards.
Legendary Creature — Homunculus (1/1)
Ward
You may look at the top card of your library any time.
The top card of your library has plot. The plot cost is equal to its mana cost.
You may plot nonland cards from the top of your library.
Legendary Creature — Homunculus (1/1)
When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Creature — Faerie Soldier (3/2)
Flying
: Put Fencer Clique on top of its owner's library.
Creature — Spirit (3/4)
Flying
At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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