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Evasion
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.) Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.

Evasion
Ramp
Ramp
Land
Land
Creature
{G}: Choose one. Activate only once each turn. • Until end of turn, this creature becomes a Rhino with base power and toughness 4/4 and gains trample. • Until end of turn, this creature becomes a Bird with base power and toughness 2/2 and gains flying. • Until end of turn, this creature becomes a Plant with base power and toughness 0/8.

Creature
Lifegain
Lifegain
Removal
Removal
Protection
Protection
Tokens
Tokens
Draw
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.

At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "{T}: Add {G}{G}{G}" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.

Draw
Pump
Trample Champion a Treefolk or Warrior (When this enters, sacrifice it unless you exile another Treefolk or Warrior you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.

Pump
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