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Artifact
As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Artifact
Creature
Flying Whenever one or more Faeries you control deal combat damage to a player, that player creates a 4/2 red Pirate creature token with "This token can't block." The token is goaded for the rest of the game. (It attacks each combat if able and attacks a player other than you if able.)

You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "{2}{U}{U}: Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."

Creature
Enchantment
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)

(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.

Enchantment
Instant
Instant
Land
Land
Sorcery
Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.

Sorcery
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