Some nature mages unknowingly took advantage of the temporal energies still swirling on Dominaria. What they mistook for healing magic was in fact the manipulation of time.
They built the neighborhood. They know its weak points. They know all the hiding places. When they come for you, they'll find you and bring the roof down on your head.
Lands you control have "{T}: Add one mana of any color." [+1]: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land. [–2]: Mill three cards. You may put a permanent card from among the milled cards into your hand. [–7]: You get an emblem with "You may play lands and cast permanent spells from your graveyard."
[+1]: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. [0]: Put any number of land cards from your hand onto the battlefield tapped. [–3]: Create a green Treefolk creature token with reach and "This creature's power and toughness are each equal to the number of lands you control." [–8]: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Islandwalk, swampwalk Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn. Forecast — {1}{U}, Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn.