Creature — Nightmare Bird (1/2)
Flying
When Foul Watcher enters the battlefield, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — Foul Watcher gets +1/+0 as long as there are four or more card types among cards in your graveyard.
Creature — Human Wizard (1/3)
When Geistchanneler enters the battlefield, choose an instant or sorcery card in your hand with mana value 3 or greater. It perpetually gains "This spell costs less to cast."
Creature — Bird (1/3)
Flying
When Glint-Nest Crane enters the battlefield, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Slith (2/1)
When Hexgold Slith enters the battlefield, you get (two energy counters).
Whenever Hexgold Slith attacks, you may pay . If you do, it gains first strike until end of turn.
Whenever Hexgold Slith deals combat damage to a player, put a +1/+1 counter on it.
Creature — Human Artificer (1/1)
When Ingenious Smith enters the battlefield, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts enter the battlefield under your control, put a +1/+1 counter on Ingenious Smith. This ability triggers only once each turn.
Creature — Human Knight (2/2)
First strike
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Creature — Kor Soldier (2/3)
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
Creature — Kor Monk (2/1)
When Lone Missionary enters the battlefield, you gain 4 life.
Creature — Human Wizard (0/3)
When Manic Scribe enters the battlefield, each opponent mills three cards.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
Creature — Merfolk Wizard (1/1)
When Merfolk Pupil enters the battlefield, draw a card, then discard a card.
, Exile Merfolk Pupil from your graveyard: Draw a card, then discard a card.
Creature — Merfolk (1/2)
When Merfolk Traders enters the battlefield, draw a card, then discard a card.
Creature — Bird (1/1)
Flying
When Neurok Familiar enters the battlefield, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.
Creature — Human Wizard (1/3)
When Omenspeaker enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Creature — Bird Monk (0/4)
As an additional cost to cast this spell, you may reveal a Dragon card from your hand.
Defender, flying
When Orator of Ojutai enters the battlefield, if you revealed a Dragon card or controlled a Dragon as you cast this spell, draw a card.
Creature — Cat Scout (2/2)
When Oreskos Explorer enters the battlefield, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle.
Creature — Bird (1/1)
Flying
When Owl Familiar enters the battlefield, draw a card, then discard a card.
Creature — Kor Cleric (2/1)
When Professor of Symbology enters the battlefield, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Creature — Elemental Spirit (2/2)
Flash
Natural Shelter — When Rescuer Chwinga enters the battlefield, you may return another permanent you control to its owner's hand.
Creature — Bird (1/1)
Flying
When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.
Creature — Vedalken Wizard (2/1)
When Sage's Row Savant enters the battlefield, scry 2.
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