{2}{G}: Look at the top three cards of your library. You may reveal a creature or Revelation card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
When Still-Smoke Skirmisher dies, each opponent loses 1 life and you gain 1 life. Then return Still-Smoke Skirmisher to the battlefield at the beginning of the next end step if it was sacrificed.
Deathtouch Whenever you cast a spell, you may pay 2 life. If you do, that spell gains deathtouch. (If it becomes a permanent, it keeps deathtouch indefinitely.)
Deathtouch Menagerie — When Sting-Hopper enters, if there are five or more creature types among creatures you control, target player reveals their hand. You choose a creature card from it. That player discards that card.
The Stingbrood scorpids are a reclusive people; while some joined up with Emerabi and Sunnula after they were driven into the desert, most react to trespassers with a flurry of claws and stings.
Stinging Swordfish has first strike as long as it's attacking. When Stinging Swordfish dies, create an Equipment enchantment artifact token named Fish Sword with “Equipped creature gets +3/+1,” “Equipped creature has first strike as long as it's attacking,” and equip {2}. You may attach that token to a creature you control.
Choose one or three — • Target opponent loses 3 life. • Return target creature card with mana value 3 or less from your graveyard to the battlefield. • Conjure a card named Fatigue and put it on top of your library. (It's a colorless sorcery that costs {2} with “Draw a card.”)
Stoic Djinn has flying as long as it has a counter on it.
The few humans that live long enough on Alkabah to be swayed by neither angelic or demonic influences eventually become detached mediators of knowledge.
When Stoic Observation enters, mill two cards, then you may return a creature card from your graveyard to your hand. {3}{G}, Exile a creature card from your graveyard: Create a 2/2 green Wolf creature token. You gain 2 life.
Choose two — • Gain control of target artifact until end of turn. Untap it. It gains haste until end of turn. • Create a Gold token. (It's an artifact with “Sacrifice this artifact: Add one mana of any color.”) • Create a Clue token. (It's an artifact with “{2}, Sacrifice this artifact: Draw a card.”)
Improve {1}({1}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.) {3}{W}: Return target nonland permanent card with mana value 1 or less from your graveyard to your hand. This ability cost {1} less to activate for each counter on Stoneport Provisioner.
Beckon Drake {2}{U}{U}({2}{U}{U}: This noncreature Deity permanently becomes a Drake creature in addition to its other types.) Flying Other creatures you control with flying get +1/+1.
Other artifacts you control have ward {1}. Overcast — Whenever you cast an artifact creature spell, if {C} was spent to cast it, it enters with an additional +1/+1 counter on it.
At the beginning of your upkeep, you may pay 2 life. If you do, exile the top card of target opponent's library. If a nonland card is exiled this way, copy it. You may cast the copy. (You still pay its costs, including color. Copies of permanents enter as tokens.)
Flying Prophecy {0}(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.)