Genesis Hydra
Creature — Plant Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
Genesis Hydra enters the battlefield with X +1/+1 counters on it.
Genesis Hydra enters the battlefield with X +1/+1 counters on it.
0/0
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
historicbrawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
Rulings
Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
If “the rest” is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
If a card in a player's library has in its mana cost, X is considered to be 0.
If you have fewer than X cards in your library, you reveal all of them.
Your collection? Your decks?
Want to manage your collection and/or create decks?