Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. If this spell was kicked, search your library for two basic land cards instead of one.
When Acquisitions Expert enters the battlefield, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Whenever you attack a player with one or more equipped creatures, draw a card.
: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Reach
You may play lands from your graveyard.
If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.