Look at the top five cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Create a token that's a copy of target creature you control. Exile the token at the beginning of the next end step unless Glintwing Replica was cast from exile. Prophecy {1}{U}(Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)
At the beginning of your first main phase, choose one — • Artifact spells cost {1} less to cast until your next turn. • Nonartifact spells cost {1} more to cast until your next turn.
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) As you reveal a creature card, you may exile it. If you do, you may play that card as long as it is exiled and that spell can't be countered by spells or abilities.
You get a glory counter, then gain life equal to the number of glory counters you have. (You lose glory counters before life. A player with ten or more glory counters wins the game.) Draw a card.
Whenever equipped creature attacks, exile target nonland permanent until Grab Bag leaves the battlefield. Whenever equipped creature deals combat damage to a player, put a card exiled with Grab Bag onto the battlefield under your control. Equip {3}
You can't lose the game until your next turn and your opponents can't win the game until your next turn. Fuse (You may cast one or both halves of this card from your hand.)
“Another interesting but incomplete experiment. The subject acquired the speed and flight of its griffin donor, but alas, has kept its primal brain as well.” —Doctor Hitana
“Sure the first ghosts are on our side. They always are. It's the ones that killed them you've gotta worry about, and they don't stay dead either.” —Calamity Rose