When Kami of Bamboo Groves enters the battlefield, you may put a land card from your hand onto the battlefield tapped.
Channel — {2}{G}, Discard Kami of Bamboo Groves: Conjure two cards named Forest into your hand.
Creature and enchantment spells you control can't be countered.
{3}{G}: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Trample
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
Other enchantment creatures you control get +1/+1.
{G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
{T}: Put a lore counter on each Saga you control. Activate only as a sorcery.
When Satsuki dies, choose up to one —
• Return target Saga or enchantment creature you control to its owner's hand.
• Return target Saga card from your graveyard to your hand.
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
{3}{W}: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
{4}{W}: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it has lifelink.
As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land enters under your control, you gain 1 life.
{2}{G}: Level 2
You may play an additional land on each of your turns.
{2}{G}: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
(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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
{1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
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.")
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
As this enchantment enters, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total.
Whenever you cast a white spell, you gain 1 life.
Starting intensity 1
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional amount of {G} equal to this enchantment's intensity. Then this enchantment intensifies by 1.
Enchant land
When this Aura enters, exile target nonland permanent you don't control until this Aura leaves the battlefield.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "{T}: Add {G}{G}{G}" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Whenever a creature or enchantment you control enters this turn, draw a card.
Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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.
Kicker {2} (You may pay an additional {2} as you cast this spell.)
Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
{T}: Add {C}.
{2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
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