I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
As the irrepressible power of a dormant Multani courses through Yavimaya, the forest passes judgment on travelers and natives alike. Only the fungus prospers.
Whenever a Saproling you control dies, Slimefoot, the Stowaway deals 1 damage to each opponent and you gain 1 life. {4}: Create a 1/1 green Saproling creature token.
As Jhoira restored the Weatherlight, a mushroom growing in its hold unexpectedly became her first crew member.
[+1]: Draw a card. At the beginning of the next end step, untap up to two lands. [–3]: Put target nonland permanent into its owner's library third from the top. [–8]: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach Forebear's Blade to target creature you control. Equip {3}
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5}
{T}: Add {C} for each artifact you control named Powerstone Shard.
"Light passing through a powerstone is refracted by eternity and colored by planar energy. I wonder how the world appeared through Urza's eyes?" —Teferi
Equipped creature has "{T}: This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage instead." Equip {3}
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Crew 3