Restless Fortress enters tapped. {T}: Add {W} or {B}. {2}{W}{B}: Restless Fortress becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land. Whenever Restless Fortress attacks, defending player loses 2 life and you gain 2 life.
Restless Prairie enters tapped. {T}: Add {G} or {W}. {2}{G}{W}: Restless Prairie becomes a 3/3 green and white Llama creature until end of turn. It's still a land. Whenever Restless Prairie attacks, other creatures you control get +1/+1 until end of turn.
Restless Reef enters tapped. {T}: Add {U} or {B}. {2}{U}{B}: Until end of turn, Restless Reef becomes a 4/4 blue and black Shark creature with deathtouch. It's still a land. Whenever Restless Reef attacks, target player mills four cards.
Restless Ridgeline enters tapped. {T}: Add {R} or {G}. {2}{R}{G}: Restless Ridgeline becomes a 3/4 red and green Dinosaur creature until end of turn. It's still a land. Whenever Restless Ridgeline attacks, another target attacking creature gets +2/+0 until end of turn. Untap that creature.
Restless Spire enters tapped. {T}: Add {U} or {R}. {U}{R}: Until end of turn, Restless Spire becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land. Whenever Restless Spire attacks, scry 1.
Restless Vents enters tapped. {T}: Add {B} or {R}. {1}{B}{R}: Until end of turn, Restless Vents becomes a 2/3 black and red Insect creature with menace. It's still a land. Whenever Restless Vents attacks, you may discard a card. If you do, draw a card.
Restless Vinestalk enters tapped. {T}: Add {G} or {U}. {3}{G}{U}: Until end of turn, Restless Vinestalk becomes a 5/5 green and blue Plant creature with trample. It's still a land. Whenever Restless Vinestalk attacks, up to one other target creature has base power and toughness 3/3 until end of turn.
Flash Flying When Restoration Angel enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Equipped creature has lifelink. Whenever equipped creature dies, return that card to the battlefield under its owner's control at the beginning of the next end step. Equip {4}
Flying, haste When Retriever Phoenix enters, if you cast it, learn. As long as Retriever Phoenix is in your graveyard, if you would learn, you may instead return Retriever Phoenix to the battlefield.
Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
Menace When this creature transforms into Revealing Eye, target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card, then draws a card.
Flying When Reveillark leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Evoke {5}{W}
Whenever a creature an opponent controls dies, create a Treasure token. At the beginning of your upkeep, if you control ten or more Treasures, you win the game.