Tainted Isle

: Add .
: Add or . Activate only if you control a Swamp.

Terrain Generator

: Add .
, : You may put a basic land card from your hand onto the battlefield tapped.

Nova Cleric

, , Sacrifice Nova Cleric: Destroy all enchantments.

Tainted Isle

: Add .
: Add or . Activate only if you control a Swamp.

Phantom Wurm

Phantom Wurm enters with four +1/+1 counters on it.
If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm.

Dunerider Outlaw

Protection from green
At the beginning of each end step, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.

Porphyry Nodes

At the beginning of your upkeep, destroy the creature with the least power. It can’t be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures on the battlefield, sacrifice Porphyry Nodes.

Nightshade Assassin

First strike
When Nightshade Assassin enters, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
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.)

Sudden Spoiling

Split second (As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)
Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.

Snapback

You may exile a blue card from your hand rather than pay this spell’s mana cost.
Return target creature to its owner’s hand.

Read the Runes

Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.

Wirewood Channeler

: Add X mana of any one color, where X is the number of Elves on the battlefield.

Mask of Memory

Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Golem-Skin Gauntlets

Equipped creature gets +1/+0 for each Equipment attached to it.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)

Read the Runes

Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.

Mask of Memory

Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)