Case of the Crimson Pulse

When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Canopy Vista

(: Add or .)
Canopy Vista enters tapped unless you control two or more basic lands.

Cinder Glade

(: Add or .)
Cinder Glade enters tapped unless you control two or more basic lands.

Case of the Crimson Pulse

When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Case of the Crimson Pulse

When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Game Trail

As Game Trail enters, you may reveal a Mountain or Forest card from your hand. If you don’t, Game Trail enters tapped.
: Add or .

Canopy Vista

(: Add or .)
Canopy Vista enters tapped unless you control two or more basic lands.

Cinder Glade

(: Add or .)
Cinder Glade enters tapped unless you control two or more basic lands.

Karn’s Bastion

: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Demolish

Destroy target artifact or land.

Game Trail

As Game Trail enters, you may reveal a Mountain or Forest card from your hand. If you don’t, Game Trail enters tapped.
: Add or .

Karn’s Bastion

: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Foreboding Ruins

As Foreboding Ruins enters, you may reveal a Swamp or Mountain card from your hand. If you don’t, Foreboding Ruins enters tapped.
: Add or .

Chimil, the Inner Sun

Spells you control can’t be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Chimil, the Inner Sun

Spells you control can’t be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Sunken Hollow

(: Add or .)
Sunken Hollow enters tapped unless you control two or more basic lands.

Temple of Silence

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.)
: Add or .

Smoldering Marsh

(: Add or .)
Smoldering Marsh enters tapped unless you control two or more basic lands.

Chimil, the Inner Sun

Spells you control can’t be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)