Creatures you control gain flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, haste, hexproof, indestructible, lifelink, trample, vigilance, and prowess.
Flying If Mindbreaker Sphinx would deal combat damage to a player, you may prevent it. If you do, that player mills X cards, where X is Mindbreaker Sphinx's power. If two cards that share a card type were milled this way, put a +1/+1 counter on Mindbreaker Sphinx.
“Now Daril, the essence of stealth is simple. Move with intention and purpose so that they'll think you were always meant to be there.” —Amelia, Aeon's Hand Assassin
“Though they may talk of things like spirituality, the Leonin of Natia Valley are no more than savages crudely wearing the veneer of civilization.” —Gavis, Stalwart
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Northwind Master enters, you may have another target creature you control gain prowess until end of turn.
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When Ophelia's Neophyte enters, you may have another target creature you control gain lifelink until end of turn.
When Oracle Crab enters, scry 2. (To 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.)
{T}, Sacrifice a creature: Return target creature card from your graveyard to your hand. {T}, Sacrifice an artifact: Planar Processor deals 1 damage to any target. {T}, Sacrifice an enchantment: Draw a card. {T}, Sacrifice a land: Add one mana of any color.