You may look at the top card of your library any time.
You may
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) Cleric, Rogue, Warrior, and Wizard spells from the top of your library.
At the beginning of combat on your turn, if you have a
full partyA party with all four listed creature types. (CR 700.8), put a +1/+1
counterTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1) on each creature you control and those creatures gain
deathtouchDeathtouch is a static ability.
A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.
The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
If an object is no longer in the zone it’s expected to be in as an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
Multiple instances of deathtouch on the same object are redundant. (CR 702.2) until end of turn.