+Isola (10)
Put target creature with power 4 or greater on the bottom of its owner's library.
As an additional cost to cast this spell, return a permanent you control to its owner's hand.
Flying
Exile target permanent with mana value 1.
Isolated Chapel enters tapped unless you control a Plains or a Swamp.
: Add or .
: Add .
, : Scry 1, then you may reveal the top card of your library. If a basic land card is revealed this way, put it onto the battlefield tapped. Activate only if an opponent controls at least two more lands than you.
Put target creature into its owner's library second from the top.
Whenever an opponent casts a creature spell, that player loses 2 life unless they pay .
When Isolation Zone enters, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)
Enchant creature
Enchanted creature gets +1/+2 and has protection from black.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Flash
Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)
Prevent all damage that would be dealt by enchanted creature.
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