"Jerry Tiritilli" (37)
When this creature enters, sacrifice a creature.
Enchant creature
Enchanted creature gets +1/+1 for each other creature you control.
, , Sacrifice this creature: Destroy target artifact or enchantment.
Sacrifice this creature: Target creature loses protection from black until end of turn.
Tap two untapped creatures you control: Tap target creature.
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
Creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
This land enters tapped.
: Add or .
At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard.
Enchanted creature has flying.
Whenever this creature blocks or becomes blocked, target opponent gains control of it. (This removes this creature from combat.)
When this creature dies, destroy target land.
Whenever this creature deals damage to a player, you may put a Goblin permanent card from your hand onto the battlefield.
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. <I>(Mana cost includes color.)</I>
: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order.
, : Draw a card, then discard a card.
Enchant land
Enchanted land is an Island.
Cycling (, Discard this card: Draw a card.)
: Add .
Exchange your graveyard and library. Then shuffle your library.
If damage would be dealt to you, exile that many cards from your graveyard instead. If you can't, you lose the game.
If you would gain life, draw that many cards instead.
When this enchantment leaves the battlefield, you lose the game.
Discard a card: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
, : Tap target land.
At the beginning of each player's upkeep, that player gains control of this enchantment.
When you gain control of this enchantment from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, Exile a card from your graveyard: This enchantment deals 1 damage to each creature and each player.
As this enchantment enters, choose a color.
All nonland permanents are the chosen color.
Reach (This creature can block creatures with flying.)
, Sacrifice this creature: Destroy target attacking or blocking creature with flying.
All lands gain shroud until end of turn. (They can't be the targets of spells or abilities.)
Draw a card.
: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
Enchanted creature gets +1/+2 and has protection from black.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand.
: Add , , or .
: The next time you would draw a card this turn, each opponent discards a card instead.
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