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Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
{3}{G}{G}: Double the number of +1/+1 counters on each creature you control.
This spell can't be countered.
Green spells you control can't be countered.
{4}{G}{G}: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
Reach
When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
Escape—{3}{G}{G}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with three +1/+1 counters on it.
Alliance — Whenever another creature you control enters, choose one that hasn't been chosen this turn —
• Put a +1/+1 counter on this creature.
• Create a tapped Treasure token.
• You gain 2 life.
Bestow {1}{G}
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay {1}{G} if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Deathtouch, indestructible
Rhonas can't attack or block unless you control another creature with power 4 or greater.
{2}{G}: Another target creature gets +2/+0 and gains trample until end of turn.
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Reach
Equipped creature gets +1/+4 and has reach.
Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
{1}, {T}: Untap another target creature or land you control.
Ashaya's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
When Hollowhenge Wrangler enters the battlefield, seek a land card.
Discard a land card: Conjure a card named Hollowhenge Beast into your hand. You may also activate this ability while Hollowhenge Wrangler is in your graveyard.
This spell can't be countered.
Trample
Thrun can't be the target of nongreen spells your opponents control or abilities from nongreen sources your opponents control.
During your turn, Thrun has indestructible.
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Devoid (This card has no color.)
Reach
Landfall — Whenever a land you control enters, look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Reach, trample
When this creature enters, choose two —
• Destroy target artifact or enchantment.
• Target player gains 5 life.
• Create a 4/4 green Rhino Warrior creature token.
• Put a shield counter on a creature you control.
When Elven Bow enters, you may pay {1}. If you do, create a 1/1 green Elf Warrior creature token, then attach Elven Bow to it.
Equipped creature gets +1/+2 and has reach.
Equip {3}
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
{1}{G}, {T}: Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling {2} ({2}, Discard this card: Draw a card.)
Flash
When this Equipment enters, attach it to target creature you control. Untap that creature.
Equipped creature gets +1/+2 and has reach.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5}
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I, II, III, IV, V, VI — Note a creature type that hasn't been noted for this Saga. When you next cast a creature spell of that type this turn, that creature enters with an additional +1/+1 counter on it.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature or Vehicle you control.
Channel — {X}{G}{G}, Discard this card: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has trample.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Enchant land
Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Kicker {2}{G}
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Choose target creature you control and target creature you don't control. If you control three or more snow permanents, the creature you control gets +1/+0 and gains indestructible until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
You may play an additional land this turn.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Whenever you tap a Forest for mana, add an additional {G}.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+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 token'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."
+2: You may sacrifice a creature. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put it onto the battlefield, then shuffle.
+1: Mill five cards, then put any number of creature cards milled this way into your hand.
−1: Create a 4/4 green Rhino Warrior creature token.
Compleated ({G/P} can be paid with {G} or 2 life. For each {G/P} paid with life, this planeswalker enters with two fewer loyalty counters.)
+1: Create an X/X green Phyrexian Horror creature token, where X is Nissa's loyalty.
−1: Destroy target artifact or enchantment.
−7: Until end of turn, creatures you control get +1/+1 for each Forest you control and gain trample.