Go Forth

Choose one—
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature gets +2/+2 until end of turn.

Second Harvest

For each token you control, create a token that’s a copy of that permanent.

Season of the Burrow

Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.

For the Common Good

Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.

Season of the Burrow

Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.

For the Common Good

Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.

For the Common Good

Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.

Stargaze

Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.

Salvation Swan

Flash
Flying
Whenever Salvation Swan or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner’s control with a flying counter on it at the beginning of the next end step.

Jackdaw Savior

Flying
Whenever Jackdaw Savior or another creature you control with flying dies, return another target creature card with lesser mana value from your graveyard to the battlefield.

Manifold Mouse

At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
(This token’s mana cost is .)

Season of the Burrow

Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.

Stormsplitter

Haste
Whenever you cast an instant or sorcery spell, create a token that’s a copy of Stormsplitter. Exile that token at the beginning of the next end step.

Longstalk Brawl

Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Choose target creature you control and target creature you don’t control. Put a +1/+1 counter on the creature you control if the gift was promised. Then those creatures fight each other.

Prisoner’s Dilemma

Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner’s Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner’s Dilemma deals 8 damage to each of them. Otherwise, Prisoner’s Dilemma deals 12 damage to each opponent who chose silence.
Flashback

Armed with Proof

When Armed with Proof enters, investigate twice. (To investigate, create a Clue token. It’s an artifact with “, Sacrifice this artifact: Draw a card.”)
Clues you control are Equipment in addition to their other types and have “Equipped creature gets +2/+0” and equip .

Armed with Proof

When Armed with Proof enters, investigate twice. (To investigate, create a Clue token. It’s an artifact with “, Sacrifice this artifact: Draw a card.”)
Clues you control are Equipment in addition to their other types and have “Equipped creature gets +2/+0” and equip .

Prisoner’s Dilemma

Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner’s Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner’s Dilemma deals 8 damage to each of them. Otherwise, Prisoner’s Dilemma deals 12 damage to each opponent who chose silence.
Flashback

Command Tower

: Add one mana of any color in your commander’s color identity.

Ashiok, Wicked Manipulator

If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.
+1: Look at the top two cards of your library. Exile one of them and put the other into your hand.
−2: Create two 1/1 black Nightmare creature tokens with “At the beginning of combat on your turn, if a card was put into exile this turn, put a +1/+1 counter on this creature.”
−7: Target player exiles the top X cards of their library, where X is the total mana value of cards you own in exile.

Rest in Peace

When Rest in Peace enters, exile all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.

Bitterblossom

At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.

Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays .