Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
{3}{G}
Collected Company
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
{3}{G}
Collected Company
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
{3}{G}
Collected Company
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
{11}
Darksteel Colossus
Artifact Creature - Golem
Trample, indestructible
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11 /
11
{11}
Darksteel Colossus
Artifact Creature - Golem
Trample, indestructible
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11 /
11
{11}
Darksteel Colossus
Artifact Creature - Golem
Trample, indestructible
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11 /
11
{11}
Darksteel Colossus
Artifact Creature - Golem
Trample, indestructible
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
11 /
11
{2}{G}
Elvish Harbinger
Creature - Elf Druid
When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
{T}: Add one mana of any color.
1 /
2
{2}{G}
Elvish Harbinger
Creature - Elf Druid
When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
{T}: Add one mana of any color.
1 /
2
{2}{G}
Elvish Harbinger
Creature - Elf Druid
When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
{T}: Add one mana of any color.
1 /
2
{2}{G}
Elvish Harbinger
Creature - Elf Druid
When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
{T}: Add one mana of any color.
1 /
2
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{G}
Groundswell
Instant
Target creature gets +2/+2 until end of turn.
Landfall -- If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
{G}
Groundswell
Instant
Target creature gets +2/+2 until end of turn.
Landfall -- If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
{G}
Groundswell
Instant
Target creature gets +2/+2 until end of turn.
Landfall -- If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
{G}
Groundswell
Instant
Target creature gets +2/+2 until end of turn.
Landfall -- If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
{G}
Helix Pinnacle
Enchantment
Shroud (This enchantment can't be the target of spells or abilities.)
{X}: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
{G}
Helix Pinnacle
Enchantment
Shroud (This enchantment can't be the target of spells or abilities.)
{X}: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
{G}
Helix Pinnacle
Enchantment
Shroud (This enchantment can't be the target of spells or abilities.)
{X}: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
{G}
Helix Pinnacle
Enchantment
Shroud (This enchantment can't be the target of spells or abilities.)
{X}: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
{G}
Llanowar Elves
Creature - Elf Druid
{T}: Add {G}.
1 /
1
{G}
Llanowar Elves
Creature - Elf Druid
{T}: Add {G}.
1 /
1
{G}
Llanowar Elves
Creature - Elf Druid
{T}: Add {G}.
1 /
1
{G}
Llanowar Elves
Creature - Elf Druid
{T}: Add {G}.
1 /
1
{G}
Might of Old Krosa
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
{G}
Might of Old Krosa
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
{G}
Might of Old Krosa
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
{G}
Might of Old Krosa
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
{3}
Staff of Domination
Artifact
{1}: Untap Staff of Domination.
{2}, {T}: You gain 1 life.
{3}, {T}: Untap target creature.
{4}, {T}: Tap target creature.
{5}, {T}: Draw a card.
{3}
Staff of Domination
Artifact
{1}: Untap Staff of Domination.
{2}, {T}: You gain 1 life.
{3}, {T}: Untap target creature.
{4}, {T}: Tap target creature.
{5}, {T}: Draw a card.
{3}
Staff of Domination
Artifact
{1}: Untap Staff of Domination.
{2}, {T}: You gain 1 life.
{3}, {T}: Untap target creature.
{4}, {T}: Tap target creature.
{5}, {T}: Draw a card.
{3}
Staff of Domination
Artifact
{1}: Untap Staff of Domination.
{2}, {T}: You gain 1 life.
{3}, {T}: Untap target creature.
{4}, {T}: Tap target creature.
{5}, {T}: Draw a card.
{5}{G}{G}
Tooth and Nail
Sorcery
Choose one --
• Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle.
• Put up to two creature cards from your hand onto the battlefield.
Entwine {2} (Choose both if you pay the entwine cost.)
{5}{G}{G}
Tooth and Nail
Sorcery
Choose one --
• Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle.
• Put up to two creature cards from your hand onto the battlefield.
Entwine {2} (Choose both if you pay the entwine cost.)
{5}{G}{G}
Tooth and Nail
Sorcery
Choose one --
• Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle.
• Put up to two creature cards from your hand onto the battlefield.
Entwine {2} (Choose both if you pay the entwine cost.)
{5}{G}{G}
Tooth and Nail
Sorcery
Choose one --
• Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle.
• Put up to two creature cards from your hand onto the battlefield.
Entwine {2} (Choose both if you pay the entwine cost.)
{2}{G}
Viridian Joiner
Creature - Elf Druid
{T}: Add an amount of {G} equal to Viridian Joiner's power.
1 /
2
{2}{G}
Viridian Joiner
Creature - Elf Druid
{T}: Add an amount of {G} equal to Viridian Joiner's power.
1 /
2
{2}{G}
Viridian Joiner
Creature - Elf Druid
{T}: Add an amount of {G} equal to Viridian Joiner's power.
1 /
2
{2}{G}
Viridian Joiner
Creature - Elf Druid
{T}: Add an amount of {G} equal to Viridian Joiner's power.
1 /
2
{3}
Grafted Wargear
Artifact - Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.)
{3}
Grafted Wargear
Artifact - Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.)
{3}
Grafted Wargear
Artifact - Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.)
{3}
Grafted Wargear
Artifact - Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery.)
{2}{G}{G}
Harmonize
Sorcery
Draw three cards.
{2}{G}{G}
Harmonize
Sorcery
Draw three cards.
{2}{G}{G}
Harmonize
Sorcery
Draw three cards.
{4}
Sword of Kaldra
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.)
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{4}
Sword of Kaldra
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.)
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{4}
Sword of Kaldra
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.)
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{4}
Sword of Kaldra
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.)
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{2}
Vulshok Gauntlets
Artifact - Equipment
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{2}
Vulshok Gauntlets
Artifact - Equipment
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{2}
Vulshok Gauntlets
Artifact - Equipment
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{2}
Vulshok Gauntlets
Artifact - Equipment
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)