When this creature enters, put three -1/-1 counters on target creature you control. {T}, Remove a -1/-1 counter from this creature: Add one mana of any color.
Whenever a creature you control enters, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
All seeds share a common bond, calling to each other across infinity.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. Whenever a creature you control with power 4 or greater enters, draw a card.
When this creature enters, you may return target card from your graveyard to your hand. When this creature dies, you may exile it. If you do, return target card from your graveyard to your hand.
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
"The land grows only where the kami will it." —Dosan the Falling Leaf
Changeling As this creature enters, choose a creature type. You may look at the top card of your library any time. You may cast creature spells of the chosen type from the top of your library.
Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. {G}, {T}: Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Reach, trample When this creature enters, choose two — • Destroy target artifact or enchantment. • Target player gains 5 life. • Create a 4/4 green Rhino Warrior creature token. • Put a shield counter on a creature you control.
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
"Not just any floriculturist can grow this caliber of nightbloom. We're looking for a rooftop hothouse with quite particular conditions." —Dr. A of the Foundway Associates
I — Destroy target nonland permanent an opponent controls. II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. III — Creatures you control gain deathtouch until end of turn.
First strike, deathtouch Whenever Glissa Sunslayer deals combat damage to a player, choose one — • You draw a card and lose 1 life. • Destroy target enchantment. • Remove up to three counters from target permanent.
Whenever Hapatra deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. {T}: Add {W}{U}{B}{R}{G}. This mana can't be spent to pay generic mana costs.