You gain 2 life. Then you may discard two cards. If you do, draw three cards.
"This must be the lost city of Zantafar, where my people lived before becoming nomads. Think of the history we'll learn here!" —Quintorius, Lorehold mage-student
Enchant creature you control Whenever enchanted creature deals damage, you gain that much life. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
At the beginning of your end step, if you control two or more tapped creatures, put a +1/+1 counter on target creature you control. {2}, Remove a +1/+1 counter from a creature you control: Tap target artifact or creature.
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. {U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. {B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
Whenever a permanent you control is dealt damage, this creature deals that much damage to any target. {1}{R}: This creature gets +2/+0 until end of turn. Nightbound
Whenever this creature becomes saddled for the first time each turn, mill two cards, then this creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2
This creature can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. When this creature becomes monstrous, target land becomes an Island in addition to its other types.