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Toughness
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.

{G}: Choose one. Activate only once each turn. • Until end of turn, this creature becomes a Rhino with base power and toughness 4/4 and gains trample. • Until end of turn, this creature becomes a Bird with base power and toughness 2/2 and gains flying. • Until end of turn, this creature becomes a Plant with base power and toughness 0/8.

Toughness
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Trees
Trees
Pump
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.

Pump
Ramp
Ramp
Removal
Removal
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