Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
This spell can't be copied. Choose one. If an opponent has eight or more cards in their graveyard, you may choose both. • Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.) • Create a token that's a copy of target creature.
Mutate 1U (If you. cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature deals combat damage to a player, draw a card.
When Cryptic Coat enters the battlefield, cloak the top card of your library, then attach Cryptic Coat to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward 2. Turn it face up any time for it's mana cost if it's a creature card.) Equipped creature gets +1/+0 and can't be blocked. 1U: Return Cryptic Coat to it's owner's hand.
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
Flash Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
Whenever Marit Lage’s Slumber or another snow permanent you control enters, scry 1. At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage’s Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Choose one — Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card.
Instant and sorcery spells you cast cost 1 less to cast. Whenever you cast an instant or sorcery spell, draw a card.
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with “{T}: Add {C}” and loses all other card types and abilities.
Mutate {1}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature deals combat damage to a player, draw a card.
2U, T: Each player mills three cards. Exile up to two creature cards put into graveyards this way. Create an X/X blue Zombie creature token, where X is the total power of the cards exiled this way.
Alrund, God of the Cosmos 3UU Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type into your hand and the rest on the bottom of your library in any order. Hakka, Whispering Raven 1U Flying Whenever Hakka, Whispering Raven deals combat damage to a player, return it to its owner's hand, then scry 2.
Defender (This creature can't attack.) Flying Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)