When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
VigilanceWhenever this creature is dealt damage, you may search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
At the beginning of each opponent's draw step, you draw a card.+1: Create a 1/1 blue Illusion creature token.−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
At the beginning of each opponent's draw step, you draw a card.+1: Create a 1/1 blue Illusion creature token.−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
At the beginning of each opponent's draw step, you draw a card.+1: Create a 1/1 blue Illusion creature token.−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
VigilanceWhenever this creature is dealt damage, you may search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Target player draws three cards and loses 3 life.
At the beginning of each opponent's draw step, you draw a card.+1: Create a 1/1 blue Illusion creature token.−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
At the beginning of each opponent's draw step, you draw a card.+1: Create a 1/1 blue Illusion creature token.−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
VigilanceWhenever this creature is dealt damage, you may search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Target player draws three cards and loses 3 life.
At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Target player draws three cards and loses 3 life.
Instant and sorcery spells you control have split second. (As long as a spell with split second is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Instant and sorcery spells you control have split second. (As long as a spell with split second is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Flying, hasteAt the beginning of combat on your turn, if two or more creatures died this turn, return this card from your graveyard to the battlefield.
Flying, hasteAt the beginning of combat on your turn, if two or more creatures died this turn, return this card from your graveyard to the battlefield.
Flying, hasteAt the beginning of combat on your turn, if two or more creatures died this turn, return this card from your graveyard to the battlefield.
Flying, hasteAt the beginning of combat on your turn, if two or more creatures died this turn, return this card from your graveyard to the battlefield.
HasteWhen this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
HasteWhen this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
HasteWhen this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
HasteWhen this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
When you cast this spell, untap all lands you control.Flying, trampleWard—Sacrifice three permanents., Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)Target player draws three cards and loses 3 life.