{1}: Look at the top card of your library. {2}: Reveal the top card of your library. If it's a land card, this creature gets +2/+2 and gains trample until end of turn. Activate only once each turn.
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way.
Enchant creature At the beginning of your upkeep, you may put an infection counter on this Aura. At the beginning of the upkeep of enchanted creature's controller, this Aura deals X damage to that player, where X is the number of infection counters on this Aura.
"Of the six who went down the Uuserk Trail to scout ahead, one returned. She clawed at her eyes and nostrils and sobbed with horror. I was curious about what she saw, but we chose another path." —Scout Ekemet, final journal
Choose one — • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature.
Enchant creature Enchanted creature can't be blocked by Spirits. {1}{U}: Return this Aura to its owner's hand.
"The scholars of the Minamo School understood the veil between their world and that of the kami. Moreover, they knew how to exploit it." —Observations of the Kami War
Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.