Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
Flashback
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Flying
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Trample, haste
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
"Like us, the morning fights for survival."
[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
[−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
[−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
Nightbound
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If it's neither day nor night, it becomes day as Vadrik enters.
Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.
Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If it's neither day nor night, it becomes day as The Celestus enters.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
When this creature enters, exile up to one target card from a graveyard.
: Add one mana of any color.
Do the candleguides' heads turn to follow you as you pass, or is it merely a trick of the flickering light?
, , Sacrifice this artifact: Exile up to one target card from a graveyard. Draw a card.
, Exile this card from your graveyard: Add one mana of any color.
By the end of the festival, it was the only thing still grinning.
, , Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
To restore the day-night balance, the Celestus mechanism's Sungold Lock must be reunited with its long-lost key.
, : Add one mana of any color.
, : Transform this artifact.
It waited on the barn wall for decades, forgotten, looking for the perfect opportunity.
Lands you control have ": Add one mana of any color."
Under the light of an unnatural moon, it walked out on legs of straw with joints of hinges ripped from the barn doors.
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.
, , Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
"When a werewolf charges, you'll only have time for one shot. Best make it count."
—Captain Eberheart
: This artifact becomes a 4/4 green Bear artifact creature until end of turn.
It takes a taxidermist of unusual skill to cleanly stuff and mount a beast without severing its primal, predatory drive.
This land enters tapped unless you control two or more other lands.
: Add or .
Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Stensia blazes with new heat. Nephalia's tides are chaotic. And everywhere, this unnatural frost. The land is sending a warning."
—Katilda, Dawnhart Prime
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
This land enters tapped unless you control two or more other lands.
: Add or .
Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.
: Add .
, , Sacrifice a creature: Put a soul counter on this land. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.
Whenever this creature attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with this creature.
: This creature phases out.
This land enters tapped unless you control two or more other lands.
: Add or .
A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.
This land enters tapped unless you control two or more other lands.
: Add or .
Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.
This land enters tapped unless you control two or more other lands.
: Add or .
The bones of doomed ships jut out from the muck while the bones of their sailors molder below.
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
[+1]: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
[0]: Put any number of land cards from your hand onto the battlefield tapped.
[−3]: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
[−8]: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
[+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
[−3]: Create two 2/2 green Wolf creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
[+2]: Add .
[0]: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
[−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
[−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
This land enters tapped unless you control two or more other lands.
: Add or .
Whenever this creature enters or transforms into Brutal Cathar, exile target creature an opponent controls until this creature leaves the battlefield.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
First strike
Ward—Pay 3 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
This creature can't be blocked.
Whenever this creature deals combat damage to a player, draw a card, then discard a card.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
This creature can't be blocked.
Whenever this creature deals combat damage to a player, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn.
Whenever a creature blocking this creature dies, that creature's controller loses 1 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Ward—Discard a card.
Whenever this creature enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Ward—Discard a card.
Whenever this creature enters or attacks, exile up to two target cards from graveyards. For each creature card exiled this way, each opponent loses 1 life and you gain 1 life.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Menace (This creature can't be blocked except by two or more creatures.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Menace (This creature can't be blocked except by two or more creatures.)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
: This creature gets +1/+0 and gains first strike until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
: This creature gets +1/+0 and gains first strike until end of turn.
: Creatures you control get +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Trample
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Trample
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains trample and haste until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever you cast an instant or sorcery spell, this creature gets +2/+2 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Haste
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Wolves and Werewolves you control have haste.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Reach
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Reach
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
When this creature enters, create a 1/1 white Human creature token.
Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.