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Mechanics | Skeleton |
Showing 28 of 28 Green cards
Go to section: White (28) Blue (28) Black (28) Red (27) Green (28) Multicolour (6) Artifact (13) Land (7)
Show rarities: C U R M
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
If they knew the ancient tongue of the Arbormen they could hear the stories passed down from the Arbormen's elders of how the portal crisis had happened before and how the short-lived survived.
6/6




Whenever a portal enters the battlefield under your control target creature gains trample until end of turn.
6/6
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Beauty of Grusheel is settled Beauty of Grusheel has hexproof. If Beauty of Grusheel is settled to a portal Beauty of Grusheel gains hexproof and haste.
As long as Beauty of Grusheel is settled Beauty of Grusheel has hexproof. If Beauty of Grusheel is settled to a portal Beauty of Grusheel gains hexproof and haste.
4/3



Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
4/4
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
At the beginning of your combat phase Cornered Megatherium gains trample and vigilance if an opponent controls more creatures than you.
At the beginning of your combat phase Cornered Megatherium gains trample and vigilance if an opponent controls more creatures than you.
4/4
Flash
When Earthsculptor enters the battlefield you may return a land you control to your hand an then put a land onto the battlefield tapped. If either land is a portal put a +1/+1 counter on Earthsculptor.
When Earthsculptor enters the battlefield you may return a land you control to your hand an then put a land onto the battlefield tapped. If either land is a portal put a +1/+1 counter on Earthsculptor.
1/1
Creatures have deathtouch.
Everything can and will kill you.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Explorer of the Unknown is settled to a portal Explorer of the Unknown and that land gain "
: Add two mana to of any color to your mana pool."
As long as Explorer of the Unknown is settled to a portal Explorer of the Unknown and that land gain "

1/2
Search your library for a basic land and add it to your hand. If that land shares a type with a land you control you may gain 3 life. Shuffle your library afterwards.
Even if it only looks like home.
Hexproof
: Untap target portal.

The dominion of exiles became a beacon of survival.
1/1
When Kerduuth, Portal Wayfinder enters the battlefield return all portals from each player's graveyard to the battlefield under your control tapped.
"Portals have been and always will be a part of our lives."- Kerduuth, Elfhome Refugee
2/4
When Kindred Explorer enters the battlefield you may untap target land if you control another green creature.
Exploring Quinnesheen, he met friends that he otherwise never would have connected with.
2/1
At the beginning of your upkeep, if you control three or more lands, you may draw a card. If you control 3 or more portals, you may draw two cards instead.
Where there is beauty there is inspiration.
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
: Gain 1 life for each creature you control with a +1/+1 counter.

Runac flesh is lean filling and sustaining
3/4
Return a card from your graveyard to your hand. Then gain X life, where X is the converted mana cost of the card returned this way.
Vigilance
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Mystery of Craquim and lands Mystery of Craquim is settled to have hexproof.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Mystery of Craquim and lands Mystery of Craquim is settled to have hexproof.
2/2
Whenever a non-token green creature enters the battlefield under your control you may scry 1.
Whenever a forest enters the battlefield under your control you may scry 1.
Whenever a forest enters the battlefield under your control you may scry 1.
Deathtouch, reach
When survivors flocked to the Grim Grove they found themselves at the mercy of those they had exiled.
3/2
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Novice Phytomancer is settled and tapped you may put a 1/1 green saproling token onto the battlefield at the beginning of your endstep.
As long as Novice Phytomancer is settled and tapped you may put a 1/1 green saproling token onto the battlefield at the beginning of your endstep.
1/2
Enchant creature
Enchanted creature gains +0/+1 and Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.).
Enchanted creature gains +0/+1 and Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.).
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Multiple creatures can settle the same land.
As long as Slumfounder is settled, Slumfounder gets +1/+1 for each other creature settled to the same land.
Multiple creatures can settle the same land.
As long as Slumfounder is settled, Slumfounder gets +1/+1 for each other creature settled to the same land.
1/1
Flash
When Social Gibbons enters the battlefield you may put a +1/+1 counter on target creature.
When Social Gibbons enters the battlefield you may put a +1/+1 counter on target creature.
Samoset exampled the gibbons, wild animals that were adept at success through cooperation.
3/2
Enchant creature
Put a +1/+1 counter on the enchanted creature. The enchanted creature gains "whenever this creature attacks you gain life equal to the number of +1/+1 counters on enchanted creature."
Put a +1/+1 counter on the enchanted creature. The enchanted creature gains "whenever this creature attacks you gain life equal to the number of +1/+1 counters on enchanted creature."
Target creature gets +3/+3 and gains trample until end of turn.
Beasts once hunted for challenge seemed all the more challenging when hunted for necessity.
Destroy target non-creature permanent.
Retrace
Retrace
Gintrusse thought he charted a footroute from Stelg to the newly founded Hammaran. All the relics salvaged ened up destroyed.
If a nontoken land would enter the battlefield under an opponent's control except the first one they play during their turn, instead exile it and you put a Forest land token onto the battlefield tapped.
Elfhome's title was no misnomer.
Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
Wandering Winterwhite enters the battlefield with a +1/+1 counter if you control more portals than each opponent.
Wandering Winterwhite enters the battlefield with a +1/+1 counter if you control more portals than each opponent.
Temdaquish's unattended biopools were becoming a hazard.
3/4
Go to section: White (28) Blue (28) Black (28) Red (27) Green (28) Multicolour (6) Artifact (13) Land (7)
Show rarities: C U R M
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Mechanics | Skeleton |
Retrace