Ceta Sanctuary
Apocalypse — Uncommon
Enchantment
Ceta Sanctuary rulings:
2004-10-04: The ability has you draw one or two cards, but never three.
Apocalypse — Uncommon
Enchantment
Ceta Sanctuary rulings:
2004-10-04: The ability has you draw one or two cards, but never three.
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At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
Creature — Ooze (1/1)
At the beginning of your upkeep, if you control a black permanent, you may put a +1/+1 counter on Bloodhall Ooze.
At the beginning of your upkeep, if you control a green permanent, you may put a +1/+1 counter on Bloodhall Ooze.
Creature — Sphinx (4/4)
Flying
Cumulative upkeep—Discard a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Vexing Sphinx dies, draw a card for each age counter on it.
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.
Creature — Horror (1/1)
Whenever an opponent draws a card, if you control a red permanent, you may have Kederekt Parasite deal 1 damage to that player.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
, Discard a card: Draw a card.
Legendary Creature — Human Werewolf // Legendary Creature — (3/3)
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
Tovolar, the Midnight Scourge
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
Nightbound
Enchantment
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature — Human Knight (0/3)
Trample
At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Lim-Dul's Paladin and draw a card.
Whenever Lim-Dul's Paladin becomes blocked, it gets +6/+3 until end of turn.
Whenever Lim-Dul's Paladin attacks and isn't blocked, it assigns no combat damage this turn and defending player loses 4 life.
Creature — Ooze (1/1)
At the beginning of your upkeep, put a +1/+1 counter on Necroplasm.
At the beginning of your end step, destroy each creature with mana value equal to the number of +1/+1 counters on Necroplasm.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Creature — Insect Shaman (3/2)
When Nantuko Shaman enters, if you control no tapped lands, draw a card.
Suspend 1-- (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Land
If Sheltered Valley would enter, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley onto the battlefield.
At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life.
: Add .
Creature — Dog Shaman (2/1)
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Enchantment — Case
When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
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