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Draw
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
![Garruk's Uprising (blc) 219 Garruk's Uprising (blc) 219](https://cards.scryfall.io/normal/front/0/d/0d229647-ffe9-4428-b4d6-a318108fc550.jpg?1721429279)
Draw
Removal
Removal
Anthem
Anthem
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
![Path of Ancestry (drc) 61 Path of Ancestry (drc) 61](https://cards.scryfall.io/normal/front/1/4/14313a22-93dc-46fc-aeb6-09ab3b6f8686.jpg?1738355595)
Land
Tokens
Tokens
Artifact
Artifact
Protection
Protection
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Counters
Pump
Pump
Ramp
If it's neither day nor night, it becomes day as The Celestus enters. {T}: Add one mana of any color. {3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
![The Celestus (mid) 252 The Celestus (mid) 252](https://cards.scryfall.io/normal/front/3/9/39226a07-d44e-41a6-b9f1-685ef505d015.jpg?1637114509)
Ramp
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