Flying {2}, Return a land you control to its owner's hand: Untap target land.
"I feel their unnatural influence in the weary, weeping land. Do they care nothing for the creatures who walk below their clouds?" —Eight-and-a-Half-Tails
Companion — Your starting deck contains only cards with odd mana values and land cards. If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Whenever you cast a spell, if its mana value is equal to 1 plus the number of soul counters on this enchantment, put a soul counter on this enchantment, then create a 2/2 white Spirit creature token with flying. As long as there are five or more soul counters on this enchantment, Spirits you control get +3/+3.
Choose one — • Return target multicolored permanent card with mana value 3 or less from your graveyard to the battlefield tapped. • Counter target instant or sorcery spell. • Destroy target creature or planeswalker with mana value 3 or less.
When this land enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
In volatile times, a sense of certainty is in high demand.
If you control a commander, you may cast this spell without paying its mana cost. Prevent all damage that would be dealt this turn by creatures your opponents control.
"Toph, there's too many of them. We need an Earthbender. We need you." —Katara
Flash Enchant creature an opponent controls When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. Enchanted creature loses all abilities and can't attack or block.
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards.
When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token. Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or greater, that creature gains lifelink until end of turn.
When this creature enters, put a +1/+1 counter on target creature. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, put a +1/+1 counter on target creature.
This spell costs {1} less to cast for each land your opponents control that could produce {C}. Flying When this creature enters, destroy target nonbasic land an opponent controls.
{1}{R}{R}: Put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you."
When this creature enters, you gain 4 life. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.