+calm (11)
You gain hexproof until your next turn. You gain 2 life.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
, : Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Enchanted creature can't attack.
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
Destroy target enchantment and all other enchantments with the same name as that enchantment.
As Furycalm Snarl enters, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters tapped.
: Add or .
Skulk (This creature can't be blocked by creatures with greater power.)
Whenever Glenn deals combat damage to a player, draw cards equal to his power.
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
At the beginning of your end step, goad each creature your opponents control that's enchanted by an Aura you control. Put a +1/+1 counter on Kaima, the Fractured Calm for each creature goaded this way. (Until your next turn, the goaded creatures attack each combat if able and attack a player other than you if able.)
Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
, , Sacrifice Nantuko Calmer: Destroy target enchantment.
Threshold — Nantuko Calmer gets +1/+1 as long as seven or more cards are in your graveyard.
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
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