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Anthem
Anthem
Creature
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.

Creature
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
Draw
Draw
Land
Land
Lifegain
Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.

(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.

Lifegain
Protection
Protection
Ramp
Ramp
Recursion
Recursion
Removal
Choose one — • Return target creature you control and all Auras you control attached to it to their owner's hand. • Destroy target creature and you lose life equal to its toughness. • Return target creature card with mana value 1 or less from your graveyard to the battlefield.

Removal
Sorcery
Sorcery
Deck Info
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