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Plan
At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land. Whenever a land creature you control deals combat damage to a player, draw a card.

Plan
Ramp
Ramp
Card Advantage
Card Advantage
Plan: Enabler
Plan: Enabler
Removal
Removal
Land
This land enters tapped. {T}: Add {G}. {4}{G}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 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.)

Land
Plan: Enhancer
Plan: Enhancer
Nja
Nja
Plan: Payoff
Plan: Payoff
Deck Info
Deck stats
Deck extras (0)
Description
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