Card Codex

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17 May 2024: Card library updated.

Leyline of the Guildpact

G/WG/UB/GR/G · Enchantment

If Leyline of the Guildpact is in your opening hand, you may begin the game with it on the battlefield. Each nonland permanent you control is all colors. Lands you control are every basic land type in addition to their other types.

Similar cards

Color identity:
NameManaTypeText
Herald of Leshrac 6BCreature — Avatar Flying Cumulative upkeep—Gain control of a land you don't control. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Herald of Leshrac gets +1/+1 for each land you control but don't own. When Herald of Leshrac leaves the battlefield, each player gains control of each land they own that you control. 2/4
Pillar of Origins 2Artifact As Pillar of Origins enters the battlefield, choose a creature type. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Infernal Darkness 2BBEnchantment Cumulative upkeep—Pay {B} and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If a land is tapped for mana, it produces {B} instead of any other type.
Door of Destinies 4Artifact As Door of Destinies enters the battlefield, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies. Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.
Life and Limb 3GEnchantment All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. (They're affected by summoning sickness.)
Stoneforge Masterwork 1Artifact — Equipment Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it. Equip {2}
Revival Experiment 4BGSorcery For each permanent type, return up to one card of that type from your graveyard to the battlefield. You lose 3 life for each card returned this way. Exile Revival Experiment.
Haunting Voyage 4BBSorcery Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead. Foretell {5}{B}{B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Harsh Mercy 2WSorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
Sphinx of Clear Skies 3UUCreature — Sphinx Flying, ward {2} Domain — Whenever Sphinx of Clear Skies deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.) 5/5
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