FlyingFlying is an evasion ability.
A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
Multiple instances of flying on the same creature are redundant. (CR 702.9),
hasteHaste is a static ability.
If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.)
Multiple instances of haste on the same creature are redundant. (CR 702.10)
DevourDevour is a static ability. “Devour N” means “As this object enters, you may sacrifice any number of creatures. This permanent enters with N +1/+1 counters on it for each creature sacrificed this way.”
Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”
Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may sacrifice any number of [quality] permanents. This permanent enters with N +1/+1 counters on it for each permanent sacrificed this way.” (CR 702.82) 2 (As this creature enters, you may
sacrificeTo sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action. (CR 701.21) any number of creatures. It enters with twice that many +1/+1
countersTo 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 it.)