Rites of Spring

Discard any number of cards. Search your library for up to that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.

Rites of Refusal

Discard any number of cards. Counter target spell unless its controller pays for each card discarded this way.

Rites of Initiation

Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.

Sacred Rites

Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.

Grafted Skullcap

At the beginning of your draw step, draw an additional card.
At the beginning of your end step, discard your hand.

Flight

Enchant creature
Enchanted creature has flying.

Pillage

Destroy target artifact or land. It can’t be regenerated.

Pillage

Destroy target artifact or land. It can’t be regenerated.

Surprise Deployment

Cast this spell only during combat.
You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand. (Return it only if it’s on the battlefield.)

Magma Burst

Kicker—Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.)
Magma Burst deals 3 damage to any target. If this spell was kicked, it deals 3 damage to another target.

Mages’ Contest

You and target spell’s controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.

Foil

You may discard an Island card and another card rather than pay this spell’s mana cost.
Counter target spell.

Defender en-Vec

Fading 4 (This creature enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)
Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to any target this turn.

Wild Mammoth

At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth.

Drake Hatchling

Flying
: Drake Hatchling gets +1/+0 until end of turn. Activate this ability only once each turn.

Story Circle

As Story Circle enters the battlefield, choose a color.
: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

Clear the Land

Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.

Blood Hound

Whenever you’re dealt damage, you may put that many +1/+1 counters on Blood Hound.
At the beginning of your end step, remove all +1/+1 counters from Blood Hound.

Chameleon Spirit

As Chameleon Spirit enters the battlefield, choose a color.
Chameleon Spirit’s power and toughness are each equal to the number of permanents of the chosen color your opponents control.

Piracy

Until end of turn, you may tap lands you don’t control for mana. Spend this mana only to cast spells.

Scrapheap

Whenever an artifact or enchantment is put into your graveyard from the battlefield, you gain 1 life.

Viashino Bey

If Viashino Bey attacks, all creatures you control attack if able.

Town Sentry

Whenever Town Sentry blocks, it gets +0/+2 until end of turn.