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Land
This land enters tapped. You may choose not to untap this land during your untap step. At the beginning of your upkeep, if this land is tapped, put a storage counter on it. {T}, Remove any number of storage counters from this land: Add {R} for each storage counter removed this way.

Land
Artifact
Equipped creature gets +1/+1 and has mentor. (Whenever it attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever equipped creature mentors a creature, put a shield counter on that creature. (If that creature would be dealt damage or destroyed, remove a shield counter from it instead.) Equip {3}

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}

Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever equipped creature deals combat damage to a player or battle, create a Treasure token. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Equipped creature gets +2/+0. Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, attach this Equipment to up to one target creature you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Creature
The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent you control enters, you may pay {1}. If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.

Creature
Enchantment
(Gain the next level as a sorcery to add its ability.) When this Class enters, create two tapped Treasure tokens. {1}{R}: Level 2 Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color." {4}{R}: Level 3 Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.

At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land that player controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)

Enchantment
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