When this creature enters, exile up to one target card from a graveyard. Target creature you control connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron that creature.)
Mechanical MobsterArtifact Creature — Human Robot VillainNormal - ~$0.17
Surveil 2, then draw two cards. You lose 2 life. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When this creature enters, target creature you control connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron that creature.)
Mob LookoutCreature — Human Rogue VillainNormal - ~$0.18
Deathtouch
, Exile this card from your graveyard: Put two +1/+1 counters on target creature. It gains deathtouch until end of turn. Activate only as a sorcery.
Discard a card: This creature gets +1/+0 and gains menace until end of turn. Activate only as a sorcery. (It can't be blocked except by two or more creatures.)
Inner Demons GangstersCreature — Human Rogue VillainNormal - ~$0.16
Menace (This creature can't be blocked except by two or more creatures.)
Whenever another creature dies, put a +1/+1counteron Venom. If that creature was a Villain, draw a card.
Venom, Eddie BrockLegendary Creature — Symbiote VillainNormal - ~$15.91
Enchant creature
Enchanted creature is a Citizen with base power and toughness 1/1. It has defender and loses all other abilities. (It also loses all other creature types.)
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If a permanent on the battlefield has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
Whenever you draw a card, put a foreshadowcounteron this enchantment.
Remove eight foreshadow counters from this enchantment: Create an 8/8 blue Kraken creature token.
Cycling (,Discardthis card: Draw a card.)
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.
If any abilities trigger on the creature entering the battlefield, those abilities resolve after you lose life. If losing life results in you losing the game, those abilities won't resolve.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the creature you control from Reanimate is exiled.
The amount of life you lose is determined by the mana value of the card in your graveyard, not the creature once it's on the battlefield.
You lose life after the creature is already on the battlefield. Any abilities it has that interact with loss of life, such as that of Platinum Emperion, apply to that loss of life.
You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you control.
Flying (This creature can't be blocked except by creatures with flying or reach.)
Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)
If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
When this creature enters, tap target creature an opponent controls and put a stuncounteron it. (If a permanent with a stuncounterwould become untapped, remove one from it instead.)
Indestructible
: Add .
, , Exile a creature you control: Harness The Soul Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
The Soul StoneLegendary Artifact — Infinity StoneNormal - ~$1729.08
Return target creature card from your graveyard to the battlefield with an additional +1/+1counteron it.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mind Swap — You may have Superior Spider-Man enter as a copy of any creature card in a graveyard, except his name is Superior Spider-Man and he's a 4/4 Spider Human Hero in addition to his other types. When you do, exile that card.
Superior Spider-ManLegendary Creature — Spider Human HeroNormal - ~$2.76
If enough -1/-1 counters are put on Chasm Skulker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Squid tokens you get. For example, if there are two +1/+1 counters on Chasm Skulker and it gets three -1/-1 counters, you'll get two Squid tokens.
If you draw multiple cards, the first ability will trigger that many times. Each of these abilities will cause a +1/+1 counter to be put on Chasm Skulker.
Whenever you draw a card, put a +1/+1counteron this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creatures of the chosen type that enter the battlefield at the same time as Metallic Mimic won't enter with an additional +1/+1 counter.
Even though Metallic Mimic is a Shapeshifter, other Shapeshifter creatures you control won't get a +1/+1 counter unless you chose Shapeshifter as Metallic Mimic entered the battlefield. If you do, that creature must be entering the battlefield as a Shapeshifter to get a +1/+1 counter. It won't get a +1/+1 counter if it enters the battlefield as a copy of a non-Shapeshifter creature.
The choice of creature type is made as Metallic Mimic enters the battlefield. Players can't respond to this choice. Metallic Mimic's second ability starts applying immediately.
You must choose an existing creature type. "Artifact" and "Vehicle" aren't creature types.
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1counteron it.
If you somehow control a Kindred Discovery with no chosen creature type, its last ability can't trigger, even if a creature with no creature types enters the battlefield or attacks.
The choice of creature type is made as Kindred Discovery enters the battlefield. Players can't take any actions between the time the choice is made and the time it enters the battlefield. Notably, this means that if it is entering the battlefield at the same time as any creatures of the chosen type, its last ability will trigger.
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
You can't choose multiple creature types, such as "Cat Warrior." A Cat Warrior is both a Cat and a Warrior. It's affected by anything that affects either type and unaffected by things that affect non-Cat or non-Warrior creatures.
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Black Market ConnectionsEnchantmentNormal - ~$15.5
Spider-Slayer, Hatred Honed #175Legendary Artifact Creature — Human Villain
Whenever Spider-Slayer deals damage to a Spider,destroythat creature.
, Exile this card from your graveyard: Create two tapped 1/1 colorless Robot artifact creature tokens with flying.
Spider-Slayer, Hatred HonedLegendary Artifact Creature — Human VillainNormal - ~$0.18
It only produces one mana even if the land can produce more than one.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
Web-slinging (You may cast this spell for if you also return a tapped creature you control to its owner's hand.)
Counter target instant spell, sorcery spell, or triggered ability.
You draw three cards and put two cards back all while Brainstorm is resolving. Nothing can happen between the two, and no player may choose to take actions.
Even though Adaptive Automaton is a Construct, other Construct creatures you control won't get +1/+1 unless you chose Construct as Adaptive Automaton entered the battlefield.
The choice of creature type is made as Adaptive Automaton enters. Players can't take any actions between the time the choice is made and the time the appropriate creatures begin to get +1/+1.
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Other creatures you control of the chosen type get +1/+1.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Changeling is a characteristic-defining ability. It functions in all zones, not only while a card that has it is on the battlefield.
If Bloodline Pretender enters the battlefield at the same time as another creature, you can choose one of that creature's creature types and have Bloodline Pretender's last ability trigger for that other creature.
If Bloodline Pretender is somehow on the battlefield without a chosen creature type, its last ability can't trigger, even if a creature with no creature types enters the battlefield.
If an effect causes a creature with changeling to become a new creature type, it will be only that new creature type. It will still have changeling; the effect making it all creature types will simply be overwritten.
If an effect causes a creature with changeling to lose all abilities, it will remain all creature types, even though it will no longer have changeling. This is because changeling applies before the effect that removes it.
The subtype Shapeshifter that appears on the type line is mostly there to reinforce the flavor. A creature card with changeling is just as much an Elf, a Dwarf, a Sliver, a Goat, a Coward, and a Zombie as it is a Shapeshifter.
You must choose an existing creature type, such as Vampire or Druid. You can't choose card types (e.g., artifact) or supertypes (e.g., snow).
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
Whenever another creature you control of the chosen type enters, put a +1/+1counteron this creature.
If the target spell is an illegal target by the time Mana Drain tries to resolve, Mana Drain doesn't resolve. You don't add mana at the beginning of your next main phase. If the target is legal but not countered (most likely because an effect says that the spell can't be countered), you do add mana.
Mana Drain's delayed triggered ability will usually trigger at the beginning of your precombat main phase. However, if you cast Mana Drain during your precombat main phase or during your combat phase, its delayed triggered ability will trigger at the beginning of that turn's postcombat main phase.
At the beginning of combat on your turn, target non-Equipment artifact you control becomes an artifact creature with base power and toughness 3/3 until end of turn. Untap it.
Living Brain, Mechanical MarvelLegendary Artifact Creature — Robot VillainNormal
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I —Destroytarget creature.
II — Each player maydiscarda card. Each player who doesn't loses 3 life.
III — Exile any number of target players' graveyards.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
All creatures get -2/-2 until end of turn. If this spell's mayhem cost was paid, creatures your opponents control get -2/-2 until end of turn instead.
When this artifact enters, draw a card.
,Sacrificethis artifact:Millfour cards. You may put a creature card from among them into your hand. (Tomillfour cards, put the top four cards of your library into your graveyard.)
Whenever this creature deals combat damage to a player or planeswalker, draw a card.
Discard a card: Put a +1/+1counteron this creature.
Exile three cards from your graveyard: This creature gains flying until end of turn.
A modal double-faced card can’t be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than “play”) a specific modal double-faced card, you can’t play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face’s name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can’t be put onto the battlefield, it doesn’t enter the battlefield.
In the Commander variant, a double-faced card’s color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that’s being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you’re playing and ignore the other face’s characteristics.
A modal double-faced card can’t be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than “play”) a specific modal double-faced card, you can’t play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face’s name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can’t be put onto the battlefield, it doesn’t enter the battlefield.
In the Commander variant, a double-faced card’s color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that’s being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you’re playing and ignore the other face’s characteristics.
All creatures on the battlefield when Toxic Deluge resolves are affected. Ones that enter the battlefield or become creatures later in the turn are not.
If you cast Toxic Deluge without paying its mana cost, you'll still choose a value for X and pay X life. This is because it doesn't have {X} in its mana cost.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — Surveil 3.
II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary.
III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card.
Menace (This creature can't be blocked except by two or more creatures.)
Whenever another Villain you control enters, Prowler connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron this creature.)
Prowler, Clawed ThiefLegendary Creature — Human Rogue VillainNormal - ~$0.19
Doc Ock, Sinister Scientist #29Legendary Creature — Human Scientist Villain
As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.)
When Mysterio enters, create a 3/3 blue Illusion Villain creature token for each nontoken Villain you control. Exile those tokens when Mysterio leaves the battlefield.
Mysterio, Master of IllusionLegendary Creature — Human VillainNormal
Scorpion, Seething Striker #64Legendary Creature — Scorpion Human Villain
Deathtouch
At the beginning of your end step, if a creature died this turn, target creature you control connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron that creature.)
Scorpion, Seething StrikerLegendary Creature — Scorpion Human VillainNormal - ~$0.19
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Flying, vigilance, lifelink
, Exile this card from your graveyard: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Morbius the Living VampireLegendary Creature — Vampire Scientist VillainNormal - ~$0.21
Vulture, Scheming Scavenger #158Legendary Creature — Human Artificer Villain
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Chameleon, Master of DisguiseLegendary Creature — Human Shapeshifter VillainNormal - ~$0.88
Black Cat, Cunning Thief #222Legendary Creature — Human Rogue Villain
When Black Cat enters, look at the top nine cards of target opponent's library, exile two of them face down, then put the rest on the bottom of their library in a random order. You may play the exiled cards for as long as they remain exiled. Mana of any type can be spent to cast spells this way.
Black Cat, Cunning ThiefLegendary Creature — Human Rogue VillainNormal - ~$1.9
Flash
Whenever this creature attacks, it connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron this creature.)
Doc Ock's HenchmenCreature — Human VillainNormal - ~$0.16
At the beginning of combat on your turn, target noncreature artifact you control becomes an 8/8 Robot Villain artifact creature in addition to its other types.
Whenever you cast a blue spell, if Hydro-Man is a creature, he gets +1/+1 until end of turn.
At the beginning of your end step, untap Hydro-Man. Until your next turn, he becomes a land and gains ": Add ." (He's not a creature during that time.)
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Island or Swamp, not for lands named Island or Swamp. The lands it checks for don't have to be basic lands. For example, if you control Blood Crypt (a nonbasic land with the land types Swamp and Mountain), Drowned Catacomb will enter untapped.
Target player draws a card, then up to one target creature you control connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron that creature.)
If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
Whenever you draw your first or second card each turn, put an ingenuitycounteron Lady Octopus.
: You may cast an artifact spell from your hand with mana value less than or equal to the number of ingenuity counters on Lady Octopus without paying its mana cost.
Lady Octopus, Inspired InventorLegendary Creature — Human Scientist VillainNormal