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Vigilance, trample, haste
Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Whenever this creature attacks while you don't control another Dinosaur, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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.
Enrage — Whenever Stalwart Speartail is dealt damage, other Dinosaurs you control and Dinosaur cards in your hand and library perpetually get +1/+1.
Whenever Stalwart Speartail attacks, Stalwart Speartail deals 1 damage to each creature and each planeswalker.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, target creature you control gains menace until end of turn.
Reach
When Wingbane Vantasaur enters, choose one —
• Conjure a card named Savage Stomp into your hand.
• Conjure a card named Naturalize into your hand.
When Geological Appraiser enters, if you cast it, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Flying, vigilance, haste
Whenever a player attacks with three or more creatures, you draw a card.
Whenever a player attacks with five or more creatures, Aurelia deals 3 damage to each of your opponents and you gain 3 life.
Impending 4—{2}{R}{R} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Trample
{2}{R}, Sacrifice a land: Draw a card.
Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}{G}: This creature can't be blocked by creatures with power 2 or less this turn.
Deathtouch, lifelink
When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
Vigilance, reach, trample
When Zacama enters, if you cast it, untap all lands you control.
{2}{R}: Zacama deals 3 damage to target creature.
{2}{G}: Destroy target artifact or enchantment.
{2}{W}: You gain 3 life.
When this artifact enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
{1}, Sacrifice this artifact: Draw a card.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap up to one target creature.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card wasn't a land card, Grab the Prize deals 2 damage to each opponent.
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay {1}.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Choose two —
• Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
• Create a 1/1 white Human creature token.
• Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Lands you control have "{T}: Add one mana of any color."
+1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land.
−2: Mill three cards. You may put a permanent card from among the milled cards into your hand.
−7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."
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.