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Equipped creature gets +1/+1 for each creature you control with base power or toughness 1. Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach this Equipment to that creature. Equip 2
Exile target creature. Its controller gains life equal to its power.
T: Add C. T: Add B or G. Activate only if you control a Swamp.
T: Add C. T: Add R or G. This artifact deals 1 damage to you.
T: Add C. T: Add B or G. This artifact deals 1 damage to you.
+1: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card. −2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step. −7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
Kicker 1B (You may pay an additional 1B as you cast this spell.) Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add R or G.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add W or U.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add U or R.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add B or G.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add G or U.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add G or W.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) T: Add R or W.
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.
Enchant opponent At the beginning of enchanted opponent's end step, you and that player each draw a card. When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice this Aura.
T, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creatures you control with power or toughness 1 or less can't be blocked.
Deathtouch At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land. You may play an additional land on each of your turns. Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Reach, menace, trample Squirrels you control have "T: Target Squirrel gets +2/+2 and gains trample until end of turn. Activate only as a sorcery." Whenever one or more Squirrels you control deal combat damage to a player, draw a card.