Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to your hand.
Enchantment
When Spelunking enters the battlefield, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter the battlefield untapped.
Enchantment
: Splintering Wind deals 1 damage to target creature. Create a 1/1 green Splinter creature token. It has flying and "Cumulative upkeep ." When it leaves the battlefield, it deals 1 damage to you and each creature you control. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
Enchantment
Sacrifice Stormcaller's Boon: Creatures you control gain flying until end of turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Enchantment
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Enchantment — Saga // Enchantment Creature — Snake Warrior (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Seshiro's Living Legacy
Vigilance, haste
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this artifact: Add one mana of any color.")
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
Enchantment
Whenever a creature enters the battlefield under your control, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
Enchantment — Aura
Enchant land
Enchanted land is a 6/4 green Elemental creature. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Legendary Planeswalker — Wrenn
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
?3: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control."
?8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment
Creatures you control have reach.
Sacrifice Assemble the Entmoot: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
Enchantment
Whenever a creature attacks you, it loses flanking until end of turn.
Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it.
Enchantment Creature — Human Monk (3/2)
: Put a +1/+1 counter on target enchantment creature. It gains trample until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Forest you control.
Legendary Creature — Pest // Sorcery (3/2)
Other Pests, Bats, Insects, Snakes, and Spiders you control get +1/+1.
When Blex, Vexing Pest dies, you gain 4 life.
Search for Blex
Look at the top five cards of your library. You may put any number of them into your hand and the rest into your graveyard. You lose 3 life for each card you put into your hand this way.
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