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17 May 2024: Card library updated.

Harmonious Emergence

3G · Enchantment — Aura

Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.

Similar cards

Color identity:
NameManaTypeText
Deep Water UUEnchantment {U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type.
Exotic Curse 2BEnchantment — Aura Enchant creature Domain — Enchanted creature gets -1/-1 for each basic land type among lands you control.
Look at Me, I'm the DCI 5WWSorcery Ban a card other than a basic land card for the rest of the match. (All cards with that name in any zone or sideboard are removed from the match.)
Mana Seism 1RSorcery Sacrifice any number of lands, then add that much {C}.
Genju of the Fields WEnchantment — Aura Enchant Plains {2}: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
Rishadan Dockhand UCreature — Merfolk Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {1}, {T}: Tap target land. 1/2
Caustic Rain 2BBSorcery Exile target land.
Naya Plane — Alara You may play any number of lands on each of your turns. Whenever chaos ensues, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.
Territorial Dispute 4RREnchantment At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands.
Lava Flow 3RRSorcery Destroy target creature or land.
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