Leyline of Abundance

If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional .
: Put a +1/+1 counter on each creature you control.

Leyline of Anticipation

If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.

Leyline of Abundance

If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional .
: Put a +1/+1 counter on each creature you control.

Leyline of the Void

If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent’s graveyard from anywhere, exile it instead.

Leyline of the Void

If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent’s graveyard from anywhere, exile it instead.

Leyline of the Void

If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent’s graveyard from anywhere, exile it instead.

Leyline of Anticipation

If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.

Leyline of Sanctity

If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can’t be the target of spells or abilities your opponents control.)

Leyline of Combustion

If Leyline of Combustion is in your opening hand, you may begin the game with it on the battlefield.
Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, Leyline of Combustion deals 2 damage to that player.

Leyline of Abundance

If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional .
: Put a +1/+1 counter on each creature you control.

Leyline of Sanctity

If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can’t be the target of spells or abilities your opponents control.)

Leyline of Sanctity

If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can’t be the target of spells or abilities your opponents control.)

Leyline of Combustion

If Leyline of Combustion is in your opening hand, you may begin the game with it on the battlefield.
Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, Leyline of Combustion deals 2 damage to that player.

Forgotten Cave

Forgotten Cave enters the battlefield tapped.
: Add .
Cycling (, Discard this card: Draw a card.)

Lonely Sandbar

Lonely Sandbar enters the battlefield tapped.
: Add .
Cycling (, Discard this card: Draw a card.)

Winds of Abandon

Exile target creature you don’t control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle their libraries.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each.”)

Tranquil Thicket

Tranquil Thicket enters the battlefield tapped.
: Add .
Cycling (, Discard this card: Draw a card.)

Nurturing Peatland

, Pay 1 life: Add or .
, , Sacrifice Nurturing Peatland: Draw a card.

Barren Moor

Barren Moor enters the battlefield tapped.
: Add .
Cycling (, Discard this card: Draw a card.)

Secluded Steppe

Secluded Steppe enters the battlefield tapped.
: Add .
Cycling (, Discard this card: Draw a card.)

Commence the Endgame

This spell can’t be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 black Zombie Army creature token first.)

Commence the Endgame

This spell can’t be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 black Zombie Army creature token first.)

Commence the Endgame

This spell can’t be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 black Zombie Army creature token first.)

Spirit Cairn

Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.