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Draw
Hexproof +2: Each opponent loses 3 life and you gain 3 life. 0: You draw two cards. Then each opponent may scry 1. −3: Exile target creature or enchantment. If it wasn't an Aura, create a token that's a copy of it, except it's a 1/1 white Spirit creature with flying in addition to its other types.

Draw
Anthem
At the beginning of combat on your turn, creatures you control gain flying until end of turn if a creature card in your graveyard has flying. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

Anthem
Ramp
Ramp
Land
Land
Recursion
Recursion
Discard
Discard
Lifegain
Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

Lifegain
Removal
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) When this creature enters, pay any amount of life. Target opponent reveals that many cards from their hand. You choose one of them and exile it.

Removal
Drain
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) At the beginning of each end step, if you gained 4 or more life this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Drain
Stax
Stax
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