Creature â Plant Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with converted mana cost 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.
If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesnâ€™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 you have fewer than X cards in your library, you reveal all of them.
If a card in a playerâ€™s library has in its mana cost, X is considered to be 0.
If â€œthe restâ€ 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.
Genesis Hydraâ€™s first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it canâ€™t enchant Genesis Hydra.
A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
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