Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Where the spirit and mortal realms overlap, the laws of reality are rewritten.
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent mills seven cards. Flying When this creature enters, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
{U}: Put this creature and each creature blocking or blocked by it on top of their owners' libraries, then those players shuffle. {3}{U}{U}: Target creature blocks this creature this turn if able.
At the beginning of your upkeep, sacrifice this creature unless you discard a card. {4}, Exile a creature card from your graveyard: This creature deals 4 damage to any target. {2}: Regenerate this creature.
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature.
"If you're gonna pick a fight with the Turks, you'd better be prepared to leave in a body bag."
When this creature enters, it deals 3 damage to target creature you control.
"It wags its tail when it's happy. It wags its tail when it's angry. Nope, there's no good time to be around a whiptail." —Rugar, Leaguehall Infirmary patient
Whenever this creature deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, this creature deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it.
When Frogkin Kidnapper enters, target opponent reveals their hand. Choose a nonland card from it. Ransom that card. (Exile it. Its owner may pay {3} at any time to return it to their hand.)