At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.
Enchant creatureWhenever enchanted creature deals damage, you gain that much life.Whenever enchanted creature is dealt damage, you gain that much life.
Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order.
Kicker—, Sacrifice a land. (You may pay and sacrifice a land in addition to any other costs as you cast this spell.)Destroy target land. If this spell was kicked, destroy another target land.
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
When Kavu Howler enters, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library in any order.
At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage instead.
Target player exiles all cards from their hand face down. At the beginning of the end step of that player's next turn, that player returns those cards to their hand.
As an additional cost to cast this spell, sacrifice a creature.Target player reveals their hand and discards all cards of each of the sacrificed creature's colors.
When Tidal Courier enters, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order.: Tidal Courier gains flying until end of turn.
Kicker (You may pay an additional as you cast this spell.)Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
As Brass Herald enters, choose a creature type.When Brass Herald enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.Creatures of the chosen type get +1/+1.