Enchant land Enchanted land is a 4/4 Dryad creature with reach, vigilance, and haste. It's still a land. When enchanted land dies, return it to its owner's hand.
Trample When Imperfect Fugisaur enters, you may sacrifice an artifact. If you do, it gains haste until end of turn. Whenever Imperfect Fugisaur deals combat damage to a player, that player sacrifices an artifact. If they can't, you draw a card.
Imposing Oddity enters with X +1/+1 counters on it. Whenever Imposing Oddity becomes spellcharged, put a +1/+1 counter on it. Spellcharge 4 When Imposing Oddity dies, you may put its counters on another target Ruin you control.
Damned — Whenever this creature attacks, put a +1/+1 counter on it if you've sacrificed a permanent this turn. When this creature dies, it deals damage equal to its power to each opponent.
Trample When this creature enters, target Subroutine you control runs X times, where X is seven minus the number of cards in your hand. Sacrifice that Subroutine.
Deathtouch When Inkblooded Basilisk dies, draw a card.
The Snake-Twined placed the secrets of a dozen deaths and a dozen cures inside the fruits of her glen. While she rested, the first basilisk ate the fruit, staining its blood with the secrets of poison.
Whenever Inner City Scout becomes the target of a spell or ability you control, untap it. It gets +1/+1 until end of turn. This ability triggers only once each turn.
A revolution is nothing without its countless eyes and ears.
Each player reveals their hand, then you choose a nonland card type. Each player discards all cards of the chosen type, then draws a card for each card they discarded this way. Draw a card.
“Of over 3 million calculated outcomes, the least painful are those where you surrender.” —Qimis, Central Intelligence
Enchant creature Whenever enchanted creature attacks, create a Treasure token. If enchanted creature would die, instead sacrifice Invest and return that creature to its owner's hand.