Whenever this creature enters, attacks, or leaves the battlefield, choose one that hasn't been chosen. • Return another target nonland permanent to its owner's hand. • Draw two cards. • Create three 1/1 blue Bird creature tokens with flying. • Add {U}{U}{U}{U}. You can't spend this mana to cast creature spells.
Flying, prowess When Spellwarden Sphinx enters, tap up to three nonland permanents. Those permanents don't untap during their controllers' next untap step.
Spellwoven Monster can't be the target of spells or abilities in any zone. As you cast an instant or sorcery spell, reveal cards from the bottom of your library until you reveal an instant or sorcery card. You may add that card's effects to that spell. Then shuffle.
Flying If a nonland permanent an opponent controls would be returned to its owner's hand, instead gain control of it for as long as you control Sphinx Paramount.
There is no fleeing the authority of the sphinxes.
Flying When Sphinx of Ill Omens enters, return target permanent to its owner's hand. Discard a card: Target creature or player gains hexproof until end of turn.
Flying, ward {3} Whenever Sphinx of Myriad Futures attacks, look at the top three cards of your library and reveal one of them. The defending player may have you put the revealed card into your hand. If they don't, put the other two cards into your hand. Then put the remaining cards into your graveyard.
Flying When Sphinx of Riddles enters, secretly choose a card name. You may reveal the chosen name any time. Whenever a spell an opponent controls with the chosen name resolves, you may draw two cards.
Flying {X}{U}: Gain control of target nonland permanent with mana value X until Sphinx of Supremacy leaves the battlefield. Activate only as a sorcery.
Choose one — • Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. • Tap target creature and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Prevent all combat damage that would be dealt to and dealt by target creature this turn. Inscribe {2}{U}({2}{U}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
Counter target creature spell. Permutate. (You may remove a counter from a creature you control. If you do, put two +1/+1 counters on a different creature you control.)
Flying Whenever Spirit of Vitriol attacks, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”) Discard a card: Spirit of Vitriol gains hexproof until end of turn. Tap it.
When Spirit of the Falls enters, choose a permanent type. Return all other permanents of the chosen type to their owner's hands. Discard two land cards: Spirit of the Falls gains hexproof until end of turn.
When Spirit of the Sands enters, if you cast it, target opponent gains control of it. At the beginning of your end step, draw three cards, then discard two cards.
This spell costs {2} less to cast if you control a creature with flying. Tap up to two target creatures. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Choose one — • Target creature gets +1/+1 and gains hexproof until end of turn. • Target creature gets -4/-0 until end of turn. • Scry 1, then draw a card.
Exile target artifact, creature, or enchantment. Return that card to the battlefield under its owner's control at the beginning of the next end step. Draw a card.
Whenever a nontoken creature you control perseveres, create a 1/1 blue Nymph creature token with flying. (A creature perseveres when it survives damage.)
Ankulim are born from the very heart of Urshad itself. Those that emerge from the deserts and mountains are stony in form, but those formed from the oceans harness the power of water.
Cast this spell only if an opponent controls a creature with power 5 or greater or you control six or more lands. Return all nonland permanents target player controls to their owner's hand.
Draw a card. Scry 2. Orchestrate {U}(You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, you may cast this from exile without paying its mana cost.)