Enchant creature
Enchanted creature gets +2/+2 and has ": Regenerate this creature."
Some elves believe that their survival instincts are born of many cycles of reincarnation.
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.
"Survival rule 781: There are always more scute bugs."
—Zurdi, goblin shortcutter
Shroud (This creature can't be the target of spells or abilities.)
When this creature enters, sacrifice it unless you sacrifice a land.
Instead of adapting to its environment, it adapts its environment to itself.
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay rather than pay this spell's mana cost.
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Whenever this creature or another Ally you control enters, you may have this creature deal damage to target creature with flying equal to the number of Allies you control.
Prevent all combat damage that would be dealt this turn by creatures without trample.
"The blood of the forest is beholden to no one."
—Nissa Revane
This spell can't be countered.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Sometimes violent earthquakes, hurtling boulders, and unseasonable dust storms are wrongly attributed to the Roil.
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Its territory is defined by wherever it is at the moment.
Whenever this creature attacks, it gets +1/+1 until end of turn for each Forest you control.
"You can't trust your eyes. A tree might look healthy, but its insides tell a different tale."
—Zahr Gada, Halimar expedition leader
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Landfall — Whenever a land you control enters, you may have target creature block this creature this turn if able.
Whenever this creature or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on this creature.
The lone wolf dies alone.
"I've known true ferocity and power. Those brazen 'planar-walkers' have no idea what wild really means."
—Chadir the Navigator
Kicker (You may pay an additional as you cast this spell.)
Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Expeditions follow the paths it leaves in its wake.
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
An explorer's essentials in a wild world.
Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead.
Equip
Equipped creature can't be blocked by Vampires or Zombies.
Equipped creature has ", Sacrifice Blazing Torch: Blazing Torch deals 2 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, Sacrifice a creature: Draw a card.
"In these bloodstains I will find the fingerprints of our oppressors."
—Anowon, the Ruin Sage
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.
"Gods don't die. They merely slumber."
—Ayli, Kamsa cleric
This artifact enters with X charge counters on it, where X is your life total.
Landfall — Whenever a land you control enters, you may have your life total become the number of charge counters on this artifact.
, , Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
"I use maps to find out where explorers have already been. Then I go the other way."
—Javad Nasrin, Ondu relic hunter
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has double strike.
Whenever equipped creature attacks, you may have target creature block it this turn if able.
Equip
Part tool, part weapon, part of the kor.
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
"I don't care when the hedrons awoke. Why is the question that really matters."
—Anowon, the Ruin Sage
When this artifact enters, return two lands you control to their owner's hand.
: Add two mana of any one color.
A fragment of ancient power lost in the heart of Ora Ondar.
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"We suffer uneasy ground, unstable alliances, and unpredictable magic. Something you can truly trust is worth more than a chest of gold."
—Nikou, Joraga bard
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
It's much easier to list the places they haven't been.
Equipped creature gets +2/+1.
Equip
"Until this expedition is done, that blade is your guardian, your liberator, and your best friend all rolled into one."
—Yon Basrel, Oran-Rief survivalist
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
This land enters tapped.
: Add .
, : Add for each black creature card in your graveyard.
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, you gain 2 life.
: Add .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
: Add .
, : Put an eon counter on this land. Skip your next turn.
, Remove an eon counter from this land and return it to its owner's hand: Take an extra turn after this one.
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
This land enters tapped.
When this land enters, target player loses 1 life.
: Add .
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, target creature gains flying until end of turn.
: Add .
This land enters tapped.
When this land enters, target creature gets +2/+0 until end of turn.
: Add .
This land enters tapped.
When this land enters, target creature gets +1/+1 until end of turn.
: Add .
This land enters tapped.
Whenever a Mountain you control enters, if you control at least five other Mountains, you may have this land deal 3 damage to any target.
: Add .
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
(: Add .)
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