Verdia
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Showing 47 of 47 Green cards
Go to section: White (48) Blue (48) Black (48) Red (49) Green (47) Multicolour (3) Artifact (11) Land (32)
Show rarities: C U R
Earthform 

(Any time you could play a land you may play this card face down as a land. It has ''
: Add
to your mana pool''. Turn it face up at any time for its earthform cost.)





3/4
0 comments
Target creature spell loses all abilities.
Trample
Whenever Barkskin Pounder becomes the target of a spell or ability for the first time in a turn it gets +2/+2 until end of turn.
Whenever Barkskin Pounder becomes the target of a spell or ability for the first time in a turn it gets +2/+2 until end of turn.
4/4
Defender, reach (This creature can block creatures with flying.)
Earthform
(Any time you could play a land you may play this card face down as a land. It has ''
: Add
to your mana pool''. Turn it face up at any time for its earthform cost.)
Earthform




1/5


Earthform






5/5


2/2

Earthform



0/1
Chitin Behemoth comes into play with a +1/+1 counter on it.
Chitin Behemoth gets an additional +1/+1 for each counter on it.
Chitin Behemoth gets an additional +1/+1 for each counter on it.
2/2
Forests you control have ''
: Add one mana of any color to your mana pool''
0: Target creature or land you control becomes a 4/4 Forest Treefolk land creature in addition to its other types until end of turn. Play this ability only once each turn.

0: Target creature or land you control becomes a 4/4 Forest Treefolk land creature in addition to its other types until end of turn. Play this ability only once each turn.
2/5
Defender.
Destiny Seedling can't be the target of spells or abilities your opponents control.
At end of turn, if Destiny Seedling has a total power and toughness of 40 or greater, you win the game.
Destiny Seedling can't be the target of spells or abilities your opponents control.
At end of turn, if Destiny Seedling has a total power and toughness of 40 or greater, you win the game.
0/4
Whenever Dire Skunks blocks or is blocked by a creature, you may pay
. If you do, remove all counters from that creature and destroy all auras and equipment attached to it.

3/2
Return target card from your graveyard to your hand.
Cultivate

(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate



Turn target nontoken creature face down. It becomes a land with ''
: Add
to your mana pool''.


Whenever you play a green spell, target land you control becomes a 3/3 creature until end of turn. It is still a land.
Farwood Pathfinders must be blocked if able.
5/6
Whenever you play a creature spell, you may return Feralmane Ouphe to its owner's hand. If you do, draw a card.
3/2

2/3
Destroy target artifact or enchantment. That permanent's controller may search his or her library for a basic land card, reveal it and put it into his or her hand, then shuffle his or her library.
At the beginning of your upkeep, sacrifice Frondescence unless you pay
.
Face down lands are Forests in addition to their other types.

Face down lands are Forests in addition to their other types.
Up to two target creatures lose flying and get +1/+1 until end of turn.
Target player sacrifices a land, then you gain 1 life for each land that player controls.
Other creatures you control get +1/+1
When Hallowmoss Knight is put into a graveyard from anywhere you may remove it from the game. If you do, draw a card.
When Hallowmoss Knight is put into a graveyard from anywhere you may remove it from the game. If you do, draw a card.
3/3
Each land you control gets +1/+1 and has haste as long as it's a creature.
Whenever a land deals combat damage, untap it.
Whenever a land deals combat damage, untap it.
2/4
At the beginning of your upkeep you may choose another land in play. If you do, Horticulture becomes a copy of that land and gains this ability.
Icon of Equinox's power and toughness are each equal to the number of lands you control.
Trample


: Put a Forest land token into play.
Trample



*/*
Target land becomes a 4/4 green creature that is still a land (This effect doesn't end at end of turn).
Cultivate


As long as Lifeblood of Verdia is cultivating a Forest, all land creatures have trample.
Cultivate



As long as Lifeblood of Verdia is cultivating a Forest, all land creatures have trample.
Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by
.)
Search your library for a basic land card and put it into play. Then shuffle your library.

Search your library for a basic land card and put it into play. Then shuffle your library.
Enchant creature.
Enchanted creature has trample, and must be blocked by exactly one creature if able.
When Predator's Guile comes into play, you may search your library for a Forest card, reveal it and put it in your hand, then shuffle your library.
Enchanted creature has trample, and must be blocked by exactly one creature if able.
When Predator's Guile comes into play, you may search your library for a Forest card, reveal it and put it in your hand, then shuffle your library.
Whenever Prowling Daggerjaw attacks, defending player may put a creature card from his or her hand into play blocking Prowling Daggerjaw.
5/5
Roaming Grizzly gets +2/+2 as long as you control six or more lands.
2/2
Rootfathom Apprentice has all activated and triggered abilities of lands in play.
2/3
Enchant land.
Enchanted land is a 3/3 Elemental creature with trample that's still a land.
Enchanted land is a 3/3 Elemental creature with trample that's still a land.
Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by
.)
When Rukos Reclaimer comes into play you may return up to two target land cards from your graveyard to your hand.

When Rukos Reclaimer comes into play you may return up to two target land cards from your graveyard to your hand.
3/2
When Ruku, Primordial Maker comes into play, for each non-legendary creature in play, you may search your library for a permanent card with the same name and put it into play. Then shuffle your library.
6/7
Target creature gets +2/+2 until end of turn.
Cultivate
(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate


Forestwalk
When Serene Seeker comes into play, choose either artifact or enchantment. Target player sacrifices a permanent of the chosen type.
When Serene Seeker comes into play, choose either artifact or enchantment. Target player sacrifices a permanent of the chosen type.
2/1
Enchant creature.
Enchanted creature gets +1/+1.
As long as enchanted creature is tapped, spells you control can't be countered by spells or abilities.
Enchanted creature gets +1/+1.
As long as enchanted creature is tapped, spells you control can't be countered by spells or abilities.
Flash, deathtouch (You may play this spell anytime you could play an instant. Whenever this creature deals damage to a creature, destroy that creature.)
2/2
Whenever a land comes into play, you may pay G. If you do, target creature gets +1/+1 until end of turn.
1/1
Put a 1/1 green Saproling creature token into play. Then put a 1/1 green Saproling creature token into play for each cultivated land you control.
Cultivate
(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate


Vigilance
Whenever a spell or ability an opponent controls targets a spell on the stack, you may put a 2/2 green bear creature token into play.
Whenever a spell or ability an opponent controls targets a spell on the stack, you may put a 2/2 green bear creature token into play.
4/4
Thornbark Treefolk gets +1/+1 for each Forest in play.
Earthform


(Any time you could play a land you may play this card face down as a land. It has ''
: Add
to your mana pool''. Turn it face up at any time for its earthform cost.)
You may sacrifice two Forests instead of paying Thornbark Treefolk's earthform cost.
Earthform






You may sacrifice two Forests instead of paying Thornbark Treefolk's earthform cost.
1/1
Trample
At the beginning of your upkeep, sacrifice Timberthresh Colossus unless you pay

.
When Timberthresh Colossus attacks, target creature must block it this turn if able.
Earthform





At the beginning of your upkeep, sacrifice Timberthresh Colossus unless you pay



When Timberthresh Colossus attacks, target creature must block it this turn if able.
Earthform






9/9
Reach (This creature can block creatures with flying.)
When Vineburst Tangler comes into play, if it is your first, second or third turn, put three 1/1 green Saproling creature tokens into play.
When Vineburst Tangler comes into play, if it is your first, second or third turn, put three 1/1 green Saproling creature tokens into play.
3/4
Enchant creature
Enchanted creature gets +3/+3
Sacrifice Wildhide: Target creature gets +4/+4 until end of turn.
Enchanted creature gets +3/+3
Sacrifice Wildhide: Target creature gets +4/+4 until end of turn.

1/1
Put a +1/+1 counter on each creature target player controls.
Cultivate

(When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.)
Cultivate



Go to section: White (48) Blue (48) Black (48) Red (49) Green (47) Multicolour (3) Artifact (11) Land (32)
Show rarities: C U R
Verdia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Alex's Personal Favourites |