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.
Artista: Adam Paquette
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
.
Plains
(: Add
.)
Karn’s Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Mountain
(: Add
.)
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
.
Swamp
(: Add
.)
Smoldering Marsh
(: Add
or
.)
Smoldering Marsh enters tapped unless you control two or more basic lands.
Forest
(: Add
.)
Island
(: Add
.)
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.)