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'At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
'Flash Flying Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.) When a...
'When this creature enters, target opponent creates four 1/1 blue Faerie creature tokens with flying.
{G}: Regenerate this creature.
'As this land enters, you may reveal a Faerie card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}.
'Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
'Flash
Flying
Other Faerie creatures you control get +1/+1.
Other Faeries you control have shroud. (They can't be the targets of spells or abilities.)
'Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
'As long as you control a Faerie, this creature gets +1/+1 and has flying.
'Flying, ward {2}
Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
'Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
{T}: For each permanent you control that you've put a counter on this turn, create a 1/1 blue Faerie creature token with flying.
'Flash Flying Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.) When a...