Whenever a player chooses one or more targets, each player reveals the top card of their library. The player who reveals the card with the highest mana value may change the target or targets. If two or more cards are tied for highest, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic...
, : Choose one —• Prevent the next X damage that would be dealt to target creature this turn. Spend only white mana on X.• You gain X life. Spend only white mana on X.
Kicker (You may pay an additional as you cast this spell.)Kavu Aggressor can't block.If Kavu Aggressor was kicked, it enters with a +1/+1 counter on it.
Kicker (You may pay an additional as you cast this spell.)Target player discards a card. If this spell was kicked, that player discards three cards instead.
Cast this spell only during combat after blockers are declared.Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.Draw a card.
Kicker (You may pay an additional as you cast this spell.)If Duskwalker was kicked, it enters with two +1/+1 counters on it and with fear. (It can't be blocked except by artifact creatures and/or black creatures.)
At the beginning of combat on your turn, for each defending player, separate all creatures that player controls into two piles and that player chooses one. Only creatures in the chosen piles can block this turn.
At the beginning of your upkeep, discard a card at random. If you discard a creature card this way, return it from your graveyard to the battlefield unless any player pays 5 life.
Choose a card name other than a basic land card name. Reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.
Flying (This creature can't be blocked except by creatures with flying or reach.)First strike (This creature deals combat damage before creatures without first strike.)
Each player separates all nontoken lands they control into two piles. For each player, one of their piles is chosen by one of their opponents of their choice. Destroy all lands in the chosen piles. Tap all lands in the other piles.
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.