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enchantment
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.

enchantment
Sorcery
Sorcery
instant
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.

instant
artifact
artifact
land
{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

land
creature
creature
Sideboard
Sideboard
A ajouter
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)

This spell costs {X} less to cast, where X is the greatest power among creatures you control. Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures. {2}, {T}: Double target creature's power until end of turn.

A ajouter
Maybeboard
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.) Enchanted creature gets +3/+3 and has vigilance and reach. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)

Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip {2}

Whenever this creature or equipped creature attacks, add an amount of {G} equal to its power. Until end of turn, you don't lose this mana as steps and phases end. Reconfigure {3} ({3}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Maybeboard
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