By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
{T}: Lock or unlock a door of target Room you control. Activate only as a sorcery.
{T}: Add one mana of any color.
{T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.
{T}: Add one mana of any color.
Whenever you commit a crime, untap this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
{T}: Add one mana of any color.
{2}: Exile target card from a graveyard.
You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
{T}: Add one mana of any color.
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
{T}: Add one mana of any color.
{T}: Put a +1/+1 counter on this creature.
Whenever you cast a creature spell with mana value 4 or greater, you draw a card, gain 1 life, and put a +1/+1 counter on Helga.
{T}: Add X mana of any one color, where X is Helga's power. Spend this mana only to cast creature spells with mana value 4 or greater or creature spells with {X} in their mana costs.
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
{3}{U}: Tap another target creature.
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Flying
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
When this creature dies, shuffle it into its owner's library, then 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.)
Deathtouch, lifelink
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
When this enchantment enters, exile target creature.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost {2} more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
Destroy all creatures.
Foretell {1}{W}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
+1: Until your next turn, whenever a creature attacks you or Tasha, Unholy Archmage, put a -1/-1 counter on that creature.
−2: Target opponent puts a creature card of their choice from their graveyard onto the battlefield under your control. That creature gains ward {2}.
−6: Target opponent reveals cards from the top of their library until they reveal three creature cards. Put those cards onto the battlefield under your control. That player puts the rest into their graveyard.
+1: Create a 2/3 blue and black Nightmare creature token with "Whenever this token attacks or blocks, each opponent exiles the top two cards of their library."
−3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand.
−7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.
({T}: Add {W} or {B}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
({T}: Add {B} or {G}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling {W}{U}{B} ({W}{U}{B}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling {U}{B}{R} ({U}{B}{R}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling {B}{R}{G} ({B}{R}{G}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling {R}{G}{W} ({R}{G}{W}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling {G}{W}{U} ({G}{W}{U}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling {R}{W}{B} ({R}{W}{B}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling {G}{U}{R} ({G}{U}{R}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Plains, Swamp, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling {W}{B}{G} ({W}{B}{G}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling {U}{R}{W} ({U}{R}{W}, Discard this card: Draw a card.)
{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling {B}{G}{U} ({B}{G}{U}, Discard this card: Draw a card.)
({T}: Add {W} or {U}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
This land enters tapped.
{T}: Add {G}.
As long as you control six or more lands, lands you control have "{T}: Add one mana of any color."
{W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.