Enchant landWhen Verdant Haven enters, you gain 2 life.Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Draw a card.Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
: Add or .: Simic Keyrune becomes a 2/3 green and blue Crab artifact creature with hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.), Remove one or more +1/+1 counters from Simic Manipulator: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
Choose one —• Counter target sorcery spell.• Destroy target creature with power 2 or less.• Look at the top three cards of target player's library. Put one back and the rest into that player's graveyard.
: This turn, each creature you control enters with an additional +1/+1 counter on it., Remove a +1/+1 counter from a creature you control: Draw a card.
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
FlyingAt the beginning of your upkeep, each player reveals the top card of their library, loses life equal to that card's mana value, then puts it into their hand.