+natural (29)
Destroy target artifact or enchantment. You gain 2 life.
When Conclave Naturalists enters the battlefield, you may destroy target artifact or enchantment.
: Add one mana of any color. Spend this mana only to cast a creature spell.
Lifelink
Enchantment spells you cast cost less to cast.
Whenever Kessig Naturalist attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
All lands become 2/2 creatures until end of turn. They're still lands.
Each player who controls six or more lands chooses five lands they control and sacrifices the rest. Each player who controls four or fewer lands may search their library for up to X basic land cards and put them onto the battlefield, where X is five minus the number of lands they control. Then each player who searched their library this way shuffles.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
When Natural Emergence enters the battlefield, return a red or green enchantment you control to its owner's hand.
Lands you control are 2/2 creatures with first strike. They're still lands.
Destroy target artifact or enchantment. You gain 3 life.
Put target artifact on the bottom of its owner's library.
As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card, put it onto the battlefield, then shuffle.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Destroy target artifact or enchantment.
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Target player gains 8 life.
Destroy target artifact or enchantment with mana value 3 or less.
When Patient Naturalist enters the battlefield, mill three cards. Put a land card from among the milled cards into your hand. If you can't, create a Treasure token. (To mill three cards, put the top three cards of your library into your graveyard.)
This spell has flash as long as you control a Spirit.
When you cast this spell, tap up to two target creatures you don't control.
Enchant creature you control
Enchanted creature gets +1/+2.
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Devoid (This card has no color.)
Target creature you control fights target creature an opponent controls. If the creature an opponent controls would die this turn, exile it instead.
Target creature gets +2/+0 until end of turn. Regenerate it.
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage equal to that creature's power to that player unless they sacrifice another creature.
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target creature gets +1/+1 and gains trample until end of turn.
Return target permanent card from your graveyard to your hand. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Choose a creature type other than Wall. Target creature becomes that type until end of turn.
Target creature gains haste until end of turn.
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