Deck #28594
Basic Land Style
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Exile Elvish Spirit Guide from your hand: Add .
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, : Untap X target lands.
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Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
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Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
Level 2
Creatures you control get +1/+1.
Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
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: Add .
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Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter the battlefield tapped.
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At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
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: Return target permanent you control to its owner's hand. If it has unearth, instead exile it, then return that card to its owner's hand. Activate only during your turn.
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When Recruiter of the Guard enters the battlefield, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
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Flying, lifelink
Creatures entering the battlefield or dying don't cause abilities to trigger.
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As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
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Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
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Exile target creature. Its controller gains life equal to its power.
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As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
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: Add for each enchantment you control.
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Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Enchant Forest
As Utopia Sprawl enters the battlefield, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
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Flying, lifelink
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.
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Flash
Flying
Artifacts and creatures entering the battlefield don't cause abilities to trigger.
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When Touch the Spirit Realm enters the battlefield, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield.
Channel — , Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Enchant creature
Enchanted creature has reach. (It can block creatures with flying.)
: Return Whip Silk to its owner's hand.
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Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
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Enchant permanent
Enchanted permanent is a colorless Forest land.
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: Add for each creature you control.
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Each land is a Forest in addition to its other land types.
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( : Add or .)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
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Constellation — Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Setessan Champion and draw a card.
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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.
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, Pay 1 life: Add one mana of any color.
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Whenever City of Brass becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
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: Add one mana of any color.
Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.
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: Add .
: Add or . Brushland deals 1 damage to you.
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Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
: Add or .
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, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
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, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
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( : Add .)
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( : Add .)
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( : Add .)
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( : Add .)
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( : Add .)
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Whenever you cast an enchantment spell, you may draw a card.
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Whenever you cast an enchantment spell, you gain 1 life and draw a card.
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( : Add .)
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( : Add .)
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( : Add .)
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( : Add .)
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( : Add .)
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Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
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Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
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Vigilance
Creatures you control have " : Add one mana of any color."
When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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First strike, trample
When this creature enters, you may search your library for up to two artifact, creature, and/or enchantment cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
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Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Flash
Lifelink
When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
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Return target spell to its owner's hand.
Draw a card.
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, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
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, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
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Divine Intervention — When Moon-Blessed Cleric enters the battlefield, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
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Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.
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