+"Turtle" (24)
Hexproof
Creatures your opponents control attack each combat if able.
As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped.
As long as Archelos is untapped, other permanents enter the battlefield untapped.
Shroud (This creature can't be the target of spells or abilities.)
Landfall — Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Giant Tortoise gets +0/+3 as long as it's untapped.
Giant Turtle can't attack if it attacked during your last turn.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
Whenever Mistford River Turtle attacks, another target attacking non-Human creature can't be blocked this turn.
CARDNAME enters the battlefield with two +1/+1 counters on it if you didn't go first this game.
When Quandrix Cultivator enters the battlefield, you may search your library for a basic Forest or Island card, put it onto the battlefield, then shuffle.
Flash
Defender
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
As long as Scuttlegator has a +1/+1 counter on it, it can attack as though it didn't have defender.
: Choose one. You may activate this ability while Shellephant is in any zone.
• Shellephant has base power and toughness 1/4.
• Shellephant has base power and toughness 3/3.
Silburlind Snapper can't attack unless you've cast a noncreature spell this turn.
Steelbane Hydra enters the battlefield with X +1/+1 counters on it.
, Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
When Thriving Turtle enters the battlefield, you get (two energy counters).
Whenever Thriving Turtle attacks, you may pay . If you do, put a +1/+1 counter on it.
Whenever you cast a spell with mana value 5 or greater, draw a card.
Vintara Snapper has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.)
When Wormfang Turtle enters the battlefield, exile a land you control.
When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Trample, haste
Cycling
When you cycle Yidaro, Wandering Monster, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)