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At the beginning of your upkeep, this enchantment deals 5 damage to any target. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you.
Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Exile target artifact or enchantment. Cycling 2 (2, Discard this card: Draw a card.)
This land doesn't untap during your untap step. At the beginning of your upkeep, you may exile a card from your hand. If you do, untap this land. T: Add one mana of any color.
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. T: Add G or W.
Choose one — • Creatures you control get +2/+0 until end of turn. • Creatures you control get +0/+2 until end of turn.
You gain 2 life. Target creature gets +X/+X until end of turn, where X is the amount of life you gained this turn.
Creatures you control get +0/+1. When this enchantment enters, create a Food token. (It's an artifact with "2, T, Sacrifice this token: You gain 3 life.")
Deathtouch
Artifact spells you cast cost 1 less to cast.
Whenever another red creature you control enters, this creature gets +1/+0 until end of turn.
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
At the beginning of your upkeep, you gain 1 life. 3, Sacrifice this artifact: Draw a card.
T: Add C. 2, T, Sacrifice a token: Draw a card. 3, T, Pay 1 life: Create a 1/1 blue Fish creature token. 4, T: Create a Treasure token.
Destroy target artifact, enchantment, or planeswalker.
T: Add C. T: Roll the planar die. Activate only as a sorcery.
Destroy target artifact or enchantment with mana value 4 or less.
Draw two cards, then discard two cards. Untap up to three lands.
Enchant creature U: Tap enchanted creature. U: Untap enchanted creature.
All Slivers have "0: If this permanent is on the battlefield, flip a coin. If you win the flip, exile this permanent and return it to the battlefield under its owner's control at the beginning of the next end step. If you lose the flip, sacrifice it."
Enchant permanent When this Aura enters and at the beginning of your upkeep, gain control of enchanted permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Haste All creatures can attack your opponents and planeswalkers your opponents control as though those creatures had haste.