Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach this Equipment to it.
Equipped creature gets +2/+1.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
Flying, vigilance
When Ao dies, choose one —
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Double strike
Enchant artifact or creature
As long as enchanted permanent is a creature, it gets +1/+1 for each creature and/or Vehicle you control.
Channel — , Discard this card: Create two 1/1 colorless Pilot creature tokens with "This token crews Vehicles as though its power were 2 greater."
Return all artifact and enchantment cards from your graveyard to the battlefield.
Flying
Equipped creature has flying and "You can't lose the game and your opponents can't win the game."
Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Choose one or more —
Vigilance
At the beginning of your end step, you may pay . If you do, create a 1/1 colorless Spirit creature token for each Shrine you control.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature crews Vehicles as though its power were 2 greater.
Create three 2/2 white Samurai creature tokens with vigilance. Scry 3.
Whenever this Vehicle attacks, return target creature or Vehicle card with mana value 2 or less from your graveyard to your hand.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever a Samurai or Warrior you control attacks alone, tap target creature you don't control.
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
Return target permanent card from your graveyard to the battlefield, then distribute four +1/+1 counters among any number of creatures and/or Vehicles target player controls.
Whenever a Vehicle you control attacks, choose one —
Flash
When Kyodai enters, another target permanent gains indestructible for as long as you control Kyodai.
: Kyodai gets +5/+5 until end of turn.
Choose one —
Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Destroy target artifact with mana value 3 or less. You gain 3 life.
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
, : Tap target creature.
Whenever a Samurai or Warrior you control attacks alone, you may cast target enchantment card from your graveyard this turn.
Target creature gets +2/+2 until end of turn. If it's an enchantment creature or legendary creature, instead put a +1/+1 counter on it and it gets +1/+1 until end of turn.
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When this creature enters or dies, put a +1/+1 counter on target creature or Vehicle you control.
Affinity for enchantments (This spell costs less to cast for each enchantment you control.)
When this creature enters, draw a card.
Vigilance (Attacking doesn't cause this creature to tap.)
Channel — , Discard this card: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant.
+1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn.
−1: Create a 2/2 white Samurai creature token with vigilance.
−2: Exile target tapped creature. You gain 2 life.
Up to two target creatures each get +2/+2 until end of turn. If you control an artifact and an enchantment, those creatures also gain lifelink until end of turn.
Whenever this creature or equipped creature deals combat damage to a player, draw a card.
As an additional cost to cast this spell, sacrifice an artifact or creature.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Ward (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
When this Aura enters, put X +1/+1 counters on enchanted permanent.
As long as enchanted permanent is a creature, it has base power and toughness 1/1.
Whenever this creature deals combat damage to a player, you may put an artifact card with mana value less than or equal to that damage from your hand onto the battlefield.
Look at the top five cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost if it's an instant spell with mana value 2 or less. If you don't, put that card into your hand.
As an additional cost to cast this spell, tap an untapped artifact you control or pay .
Counter target spell.
Counter target creature spell. Put a +1/+1 counter on up to one target creature you control.
As long as this creature is tapped, it's a Human Citizen with base power and toughness 1/1 and can't be blocked.
: Untap this creature.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Defender
Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
Gain control of target artifact or creature. Untap it.
Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.)
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Flying, ward
When Kairi dies, choose one —
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Whenever this Vehicle becomes crewed for the first time each turn, until end of turn, this Vehicle becomes a copy of target nonlegendary creature that crewed it this turn, except it's 4/3, it's a Vehicle artifact in addition to its other types, and it has flying.
Crew 1
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Channel — , Discard this card: Counter target spell or ability unless its controller pays .
, Sacrifice this artifact: Draw two cards.
Channel — , Discard this card: Draw a card.
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Whenever this creature becomes tapped, scry 1.
, Tap an untapped artifact or creature you control: Add .
Channel — , Discard this card: The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
When this creature enters, return up to one target creature to its owner's hand.
When this creature enters, tap target permanent.
Exile target artifact or creature, then return it to the battlefield under its owner's control with a +1/+1 counter on it.
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Look at the top seven cards of your library. You may reveal up to two artifact cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Whenever a nontoken artifact you control enters, you may pay . If you do, create a token that's a copy of that artifact.
Channel — , Discard this card: Tap up to two target creatures you don't control. Those creatures don't untap during their controller's next untap step.
As long as enchanted permanent is a creature, it gets -3/-0 and loses flying.
Whenever an artifact you control enters, you may draw a card. If you do, discard a card.
Counter target noncreature spell unless its controller pays .
Until end of turn, target creature or Vehicle becomes an artifact creature with base power and toughness 4/5.
Draw a card.
Whenever one or more noncreature permanents are returned to hand, draw a card. This ability triggers only once each turn.
, Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Enchant artifact, creature, or planeswalker
When this Aura enters, tap enchanted permanent. If it's an Equipment, unattach it.
Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
The first activated ability of an artifact you activate each turn costs less to activate.
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
Draw three cards. Then discard two cards unless you discard an artifact card.
When this creature enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
This spell costs less to cast if you control an artifact and less to cast if you control an enchantment.
Destroy target creature or planeswalker.
Ninjutsu
This creature enters with a menace counter on it.
Whenever this creature deals combat damage to a player, you may remove a menace counter from it. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.
Menace
Equipped creature has base power and toughness 5/5, has menace, and is a black Demon in addition to its other colors and types.
Whenever this creature or equipped creature attacks, it gets +2/+0 until end of turn.
As long as enchanted permanent is a creature, it gets -1/-1 and can't block.
Enchanted permanent has "At the beginning of your upkeep, you lose 1 life."
, Sacrifice an artifact or creature: Draw a card.
Whenever this creature deals combat damage to a player, you may discard a creature card. When you do, destroy target creature or planeswalker that player controls.
Equipped creature gets +4/+0.
Whenever this Equipment becomes attached to a creature, tap that creature.
Deathtouch
At the beginning of your end step, you may pay . When you do, destroy target creature with toughness X or less, where X is the number of Shrines you control.
When this creature enters, draw a card if a creature died this turn. Otherwise, each player sacrifices a creature of their choice.
, Sacrifice a creature: Scry 2.
, : Exile the top card of your library. You may play that card this turn. When you exile a nonland card this way, Hidetsugu deals damage equal to the exiled card's mana value to any target.
: This creature gets +2/+2 until end of turn.
Target opponent sacrifices a creature of their choice. If they can't, they lose 2 life and you draw a card. Then repeat this process for an enchantment and a planeswalker.
Flying, menace
When Junji dies, choose one —
Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
When this creature enters, choose one —
When this creature enters, if you control an artifact and an enchantment, you draw a card and you gain 1 life.
Lifelink
Equipped creature has lifelink.
Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each modified creature you controlled as you cast this spell. (Equipment, Auras you control, and counters are modifications.)
All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
As an additional cost to cast this spell, you may exile any number of black cards from your hand. This spell costs less to cast for each card exiled this way.
March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
Whenever this Vehicle attacks, you may sacrifice another artifact or creature. If you do, put a +1/+1 counter on this Vehicle and it gains menace until end of turn.
Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
This creature has deathtouch as long as you control an artifact.
This creature has menace as long as you control an enchantment. (It can't be blocked except by two or more creatures.)
When this creature enters, target creature you control gains deathtouch and lifelink until end of turn.
Return target creature or Vehicle card from your graveyard to the battlefield. Then put two +1/+1 counters on that permanent if you control an artifact and an enchantment.
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, put two +1/+1 counters on a creature or Vehicle you control.
You gain life equal to the sacrificed permanent's mana value. Draw two cards.
Until end of turn, target creature gets +1/+0 and gains lifelink and "When this creature dies, return it to the battlefield tapped under its owner's control."
Choose one. If you control an artifact and an enchantment as you cast this spell, you may choose both instead.
Whenever you cast an enchantment spell, if you don't control a creature named Keimi, create Keimi, a legendary 3/3 black and green Frog creature token with "Whenever you cast an enchantment spell, each opponent loses 1 life and you gain 1 life."
: Tatsunari and target Frog you control can't be blocked this turn except by creatures with flying or reach.
Enchant artifact or creature you control
When this Aura enters, destroy target creature or planeswalker an opponent controls.
As long as enchanted permanent is a creature, it gets +1/+1.
: Create a Treasure token. Activate only if a creature died this turn. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of modified creatures you control. (Equipment, Auras you control, and counters are modifications.)
When this creature enters, each opponent discards a card.
Destroy target creature that was dealt damage this turn.
Whenever a nontoken modified creature you control dies, create a 1/1 colorless Spirit creature token. (Equipment, Auras you control, and counters are modifications.)
Whenever a Samurai or Warrior you control attacks alone, you may discard a card. If you do, draw a card.
As long as enchanted permanent is a creature, it gets +2/+1.
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
Flying, trample
When Atsushi dies, choose one —
Trample
Equipped creature gets +3/+2 and has trample.
Enchant land you control
Enchanted land is a 3/3 red Spirit creature with haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Whenever this artifact or another artifact you control enters, put a charge counter on this artifact.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
When this artifact enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card.
, Sacrifice this artifact: Create a 2/2 white Samurai creature token with vigilance. Activate only as a sorcery.
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs less to cast for each creature tapped this way.
Explosive Singularity deals 10 damage to any target.
Flame Discharge deals X damage to target creature or planeswalker. If you controlled a modified creature as you cast this spell, it deals X plus 2 damage instead. (Equipment, Auras you control, and counters are modifications.)
As long as enchanted permanent is a creature, it gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.)
When this Aura leaves the battlefield, create a 2/2 red Spirit creature token with menace.
First strike
At the beginning of your end step, you may pay . When you do, Go-Shintai of Ancient Wars deals X damage to target player or planeswalker, where X is the number of Shrines you control.
: Creatures you control gain haste until end of turn.
: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Whenever a Samurai or Warrior you control attacks alone, you may cast target artifact card from your graveyard this turn.
You may cast up to two instant and/or sorcery spells with total mana value 6 or less from your graveyard and/or hand without paying their mana costs. If those spells would be put into your graveyard, exile them instead. Exile Invoke Calamity.
Trample, haste
Channel — , Discard this card: Target creature gets +3/+1 and gains trample until end of turn.
When this creature enters, return target artifact card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
Kami's Flare deals 3 damage to target creature or planeswalker. Kami's Flare also deals 2 damage to that permanent's controller if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Equipped creature has double strike.
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs less to cast for each card exiled this way.
Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Equipped creature gets +2/+2.
Whenever this creature or equipped creature deals combat damage to a player, you may sacrifice it. If you do, discard your hand, then draw three cards.
Whenever a Samurai or Warrior you control attacks alone, the next spell you cast this turn costs less to cast.
Haste
Equipped creature gets +1/+1 and has haste.
At the beginning of your end step, return this creature to its owner's hand.
, Sacrifice an artifact with mana value X: Return target artifact card with mana value less than X from your graveyard to the battlefield. It gains haste until end of turn.
, Sacrifice another artifact: This creature gets +2/+1 until end of turn.
Seismic Wave deals 2 damage to any target and 1 damage to each nonartifact creature target opponent controls.
Equipped creature gets +1/+1.
Whenever this creature or equipped creature becomes blocked, it deals 1 damage to defending player.
At the beginning of combat on your turn, you may pay and sacrifice an artifact. If you do, create a 3/1 red Construct artifact creature token with haste.
Whenever a creature you control attacks alone, exile the top card of your library. You may play that card this turn.
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Whenever another artifact you control enters, this creature gets +1/+0 until end of turn.
Reach
When this creature enters, it deals 2 damage to any target.
Channel — , Discard this card: It deals 2 damage to any target.
When this creature enters, target creature can't block this turn.
This creature gets +2/+0 for each other modified creature you control. (Equipment, Auras you control, and counters are modifications.)
As an additional cost to cast this spell, you may sacrifice an artifact.
Voltage Surge deals 2 damage to target creature or planeswalker. If this spell's additional cost was paid, Voltage Surge deals 4 damage instead.
Defender, reach
Channel — , Discard this card: Destroy target creature with flying.
: Put a +1/+1 counter on target enchantment creature. It gains trample until end of turn.
When this creature enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
Target creature gets +X/+X until end of turn, where X is the greatest mana value among permanents you control. Untap it.
As long as enchanted permanent is a creature, it gets +1/+3 and has reach and " : Add ."
Channel — , Discard this card: Create a 1/1 green Human Monk creature token with " : Add ."
Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.
Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Exile target artifact or enchantment.
As long as enchanted permanent is a creature, it gets +3/+3 and has reach.
Channel — , Discard this card: Target creature gets +3/+3 and gains reach until end of turn.
Whenever you cast an enchantment spell, put a +1/+1 counter on target creature.
When this creature enters, you may return an enchantment you control to its owner's hand. If you do, you gain 3 life.
At the beginning of your end step, you may pay . When you do, put a +1/+1 counter on target Shrine for each Shrine you control.
Enchant land
When this Aura enters, put a +1/+1 counter on target creature or Vehicle you control.
Enchanted land has " : Add two mana of any one color."
Channel — , Discard this card: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
This creature enters with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
When this Aura enters, if enchanted permanent is a creature with the greatest power among creatures on the battlefield, draw a card.
Create two 4/5 green Spirit creature tokens. For each of them, put your choice of a vigilance counter, a reach counter, or a trample counter on it.
When this creature enters, put a +1/+1 counter on target creature you control.
Channel — , Discard this card: Put a +1/+1 counter on each of up to two target creatures you control.
Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
This creature enters with a deathtouch counter on it.
Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Flying, deathtouch
When Kura dies, choose one —
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs less to cast for each card exiled this way.
Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
: Add .
As long as this creature is modified, it has " : Add ." (Equipment, Auras you control, and counters are modifications.)
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature or Vehicle you control.
Channel — , Discard this card: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.
Choose one or both —
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Target creature you control deals damage equal to its power to each of X target creatures and/or planeswalkers.
Whenever this creature deals combat damage to a player, return target permanent card from your graveyard to your hand.
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Other enchantment creatures you control get +1/+1.
, : Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Equipped creature gets +1/+4 and has reach.
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
Channel — , Discard this card: Return target card from your graveyard to your hand.
Channel — , Discard this card: Return target creature to its owner's hand.
Create X 2/2 white Samurai creature tokens with vigilance. They gain menace and haste until end of turn.
Each opponent creates X minus one 2/2 white Samurai creature tokens with vigilance.
Artifact spells you cast cost less to cast.
When this creature enters, return target permanent card from your graveyard to your hand.
If this creature would die, exile it instead.
At the beginning of combat on your turn, return target Vehicle card from your graveyard to the battlefield. It gains haste. Return it to its owner's hand at the beginning of your next end step.
Spells you cast cost less to cast for each target.
Spells your opponents cast cost more to cast for each target.
This enchantment enters with four +1/+1 counters on it.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Enchantment spells you cast cost less to cast.
At the beginning of your end step, if Kaito entered this turn, he phases out.
+1: Draw a card. Then discard a card unless you attacked this turn.
−2: Create a 1/1 blue Ninja creature token with "This token can't be blocked."
−7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle."
When Kotose enters, exile target card other than a basic land card from an opponent's graveyard. Search that player's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles. For as long as you control Kotose, you may play one of the exiled cards, and you may spend mana as though it were mana of any color to cast it.
Whenever Naomi enters or attacks, if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
Whenever one or more artifacts you control leave the battlefield during your turn, create a 1/1 colorless Construct artifact creature token. This ability triggers only once each turn.
, Sacrifice an artifact: This artifact deals 1 damage to each opponent. You gain 1 life.
Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Whenever a Samurai or Warrior you control attacks alone, untap it. If it's the first combat phase of the turn, there is an additional combat phase after this phase.
Whenever Risona deals combat damage to a player, if it doesn't have an indestructible counter on it, put an indestructible counter on it.
Whenever combat damage is dealt to you, remove an indestructible counter from Risona.
Whenever you activate a ninjutsu ability, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. This ability triggers only once each turn.
Each creature card in your hand has ninjutsu .
: Put a lore counter on each Saga you control. Activate only as a sorcery.
When Satsuki dies, choose up to one —
Ninjutsu abilities you activate cost less to activate.
Other Ninja and Rogue creatures you control get +1/+1.
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
Compleated ( can be paid with , , or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
+1: Tap up to one target artifact or creature. It doesn't untap during its controller's next untap step.
−X: Exile target nonland permanent card with mana value X from your graveyard. Create a token that's a copy of that card.
−7: Create Tamiyo's Notebook, a legendary colorless artifact token with "Spells you cast cost less to cast" and " : Draw a card."
: Add . Spend this mana only to activate an ability or cast an artifact spell.
: Until end of turn, equipped creature gets +X/+0, where X is the number of times this ability has resolved this turn.
When this creature enters, you gain 2 life.
When this creature leaves the battlefield, draw a card.
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
When this creature enters, for each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
Whenever equipped creature dies, exile it.
Equipped creature gets +2/+0.
As long as a card exiled with Eater of Virtue has flying, equipped creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
Equip
When this artifact enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.
When this Vehicle enters, tap up to one target creature.
This creature enters with a +1/+1 counter on it.
When this creature dies, if it had counters on it, put those counters on target creature you control.
, Exile this Vehicle and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink, and haste that's all colors. When that token leaves the battlefield, return all cards exiled with this Vehicle except this card to the battlefield tapped under their owners' control.
Crew 2
The "legend rule" doesn't apply to permanents you control.
Each legendary creature you control gets +1/+1.
Each nontoken creature you control gets +1/+1 for each other creature you control with the same name as that creature.
: Add one mana of any color.
, , Tap another untapped artifact you control: Draw a card, then discard a card.
Equipped creature has " , , Sacrifice Ninja's Kunai: Ninja's Kunai deals 3 damage to any target."
When this creature leaves the battlefield, you may pay . If you do, draw a card.
Whenever you cast an artifact spell, put a +1/+1 counter on this creature.
This Vehicle enters with three charge counters on it.
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
: Put target card from a graveyard on the bottom of its owner's library.
This creature gets +1/+0 for each artifact and/or enchantment card in your graveyard.
When this creature enters, create a 1/1 colorless Spirit creature token.
When this creature enters, you may search your library for an Aura or Shrine card, reveal it, put it into your hand, then shuffle.
When this Vehicle enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls.
Crew 4
, : Draw a card. This ability costs less to activate for each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
This spell costs less to cast for each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs less to activate for each legendary creature you control.
: Add one mana of any color. Spend this mana only to cast a Pilot or Vehicle spell.
, : Target Vehicle becomes an artifact creature until end of turn.
Channel — , Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs less to activate for each legendary creature you control.
, , Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
As this land enters, choose a creature type.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Channel — , Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs less to activate for each legendary creature you control.
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
( : Add .)
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach Ancestral Katana to it.
Equipped creature gets +2/+2 and has "This creature has first strike as long as it's attacking."
Whenever Nashi, Moon Sage's Scion deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
When Nezumi Prowler enters, put a deathtouch counter and a lifelink counter on target creature you control.
Whenever a Samurai or Warrior you control attacks alone, you may put a card from your hand on the bottom of your library. If you do, draw a card.
When Circuit Mender enters, you gain 3 life.
When Circuit Mender leaves the battlefield, draw a card.
As long as Futurist Operative is tapped, it's a Human Citizen with base power and toughness 1/1 and can't be blocked.
: Untap Futurist Operative.
Whenever Moon-Circuit Hacker deals combat damage to a player, scry 2, then draw a card. Discard a card unless Moon-Circuit Hacker entered this turn.
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")
When Thousand-Faced Shadow enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
Whenever Dokuchi Silencer deals combat damage to a player, you may discard a card. When you do, destroy target creature or planeswalker that player controls.
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