Anydria [Set One]
Anydria [Set One]: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Themes & Archetypes | Archetypes by Mana Value | Possible Mechanics | Creature Types |
Showing 43 of 43 Green cards
Go to section: Colourless (8) White (45) Blue (1) Black (42) Red (45) Green (43) Hybrid (12) Split (1) Artifact (9) Land (18)
Show rarities: C U R
Choose one —
• Destroy target creature with flying.
• Destroy target Sphinx. You gain 3 life.
• Target creature gets +3/+3 and gains reach until end of turn.
• Destroy target creature with flying.
• Destroy target Sphinx. You gain 3 life.
• Target creature gets +3/+3 and gains reach until end of turn.
You may open or close your gate.
Draw a card. If your gate closed this turn, draw two cards instead.
Draw a card. If your gate closed this turn, draw two cards instead.
Illus. MidJourney
Haste
: Untap target Desert.

Illus. MidJourney
1/1
Active (This permanent untaps during each player's untap step.)
When Border Warden arrives, you may reminisce . If you do, draw a card. (To reminisce, put a card from your graveyard on the bottom of your library.)
When Border Warden arrives, you may reminisce . If you do, draw a card. (To reminisce, put a card from your graveyard on the bottom of your library.)
Do the elves follow the seasons, or the seasons, the elves?
— From Nabonahel's Wonderings
— From Nabonahel's Wonderings
Illus. MidJourney
1/4
Burgeoning Gnarlid gets +1/+1 for each Aura on the battlefield.
When Burgeoning Gnarlid dies, you gain 1 life for each Aura card in each graveyard.
When Burgeoning Gnarlid dies, you gain 1 life for each Aura card in each graveyard.
3/3
Meditate (
: You may open or close your gate. Meditate only as a sorcery.)
As long as your gate is closed, Centaur Arcbow has deathtouch.
As long as your gate is open, Centaur Arcbow gets +2/+0 and has trample.

As long as your gate is closed, Centaur Arcbow has deathtouch.
As long as your gate is open, Centaur Arcbow gets +2/+0 and has trample.
2/3
Target creature gets +2/+2 until end of turn.
Create a Desert token (It's a land with "
: Produce
.").
Create a Desert token (It's a land with "


Vigilance
,
: Reminisce . If you reminisce about a noncreature card this way, surveil 2, then draw a card. If you reminisce about a creature card, create a [Sand (To reminisce, put a card from your graveyard on the bottom of your library.).]


Illus. MidJourney
1/2
Flash
When Elvish Storykeeper arrives, mill three cards. You may reminisce. If you reminisce about a creature card this way, put a +1/+1 counter on Elvish Storykeeper. (To reminisce, put a card from your graveyard on the bottom of your library.)
When Elvish Storykeeper arrives, mill three cards. You may reminisce. If you reminisce about a creature card this way, put a +1/+1 counter on Elvish Storykeeper. (To reminisce, put a card from your graveyard on the bottom of your library.)
Illus. MidJourney
2/2
Meditate (
: You may open or close your gate. Meditate only as a sorcery.)
As long as your gate is closed, Energetic Sapling has active.
: Produce
or one mana of any color. Activate this ability only if your gate is open.

As long as your gate is closed, Energetic Sapling has active.


1/1
Enchant creature
Whenever enchanted creature becomes tapped, it fights target creature an opponent controls.
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Whenever enchanted creature becomes tapped, it fights target creature an opponent controls.
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
When Epidemiologist dies, you may reminisce about another card. If you do, return target Aura card from your graveyard to your hand. (To reminisce, put a card from your graveyard on the bottom of your library.)
1/2
Defender, Reach
As you put a permanent card for which you searched into your hand from your library, you may pay
. If you do, put that card onto the battlefield instead.
As you put a permanent card for which you searched into your hand from your library, you may pay


"All that you know is real, if you have the strength to make it."
4/7
Meditate (
: You may open or close your gate. Meditate only as a sorcery.)
As long as your gate is closed, Foliated Meditant has reach.
As long as your gate is open, Foliated Meditant has vigilance and gets +2/+0.

As long as your gate is closed, Foliated Meditant has reach.
As long as your gate is open, Foliated Meditant has vigilance and gets +2/+0.
3/4
Trample
If you would sacrifice another permanent, you may sacrifice Forgiving Savior instead.
If you would sacrifice another permanent, you may sacrifice Forgiving Savior instead.
2/1
Meditate (
: You may open or close your gate. Meditate only as a sorcery.)
As long as your gate is closed, Gloriated Cactid has hexproof.
As long as your gate is open, Gloriated Cactid gets +2/+2.

As long as your gate is closed, Gloriated Cactid has hexproof.
As long as your gate is open, Gloriated Cactid gets +2/+2.
1/1
Active (This permanent untaps during each player's untap step.)

,
: Target player mills 1. If they mill a Desert card, put it onto the battlefield tapped. Otherwise, you may play that card this turn.



Illus. MidJourney
1/2
Enchant creature
Enchanted creature gets +1/+1 and has active. (It untaps during each player's untap step.)
Whenever your gate opens, you may return Orendic Coronet from your graveyard to your hand.
Enchanted creature gets +1/+1 and has active. (It untaps during each player's untap step.)
Whenever your gate opens, you may return Orendic Coronet from your graveyard to your hand.
Illus. MidJourney
Meditate (
: You may open or close your gate. Meditate only as a sorcery.)
Vigilance
At the beginning of your end step, if your gate is closed, you gain 1 life. If your gate is open, create a 2/2 white Cat creature token with vigilance.

Vigilance
At the beginning of your end step, if your gate is closed, you gain 1 life. If your gate is open, create a 2/2 white Cat creature token with vigilance.
3/5
Target creature gets +2/+2 until end of turn. If you control a Desert, that creature gains trample until end of turn.
Sift
(
, Discard this card: Draw a card. Until the end of your next turn, you may cast this card from your graveyard for
.)
Sift



Illus. MidJourney
Roaming Haboob's power and toughness are each equal to the number of Deserts you control.
When Roaming Haboob arrives, create a Desert token (It's a land with "
: Produce
.").
When Roaming Haboob arrives, create a Desert token (It's a land with "


*/*
Enchant creature
Enchanted create gets +3/+0.
If enchanted creature would deal excess damage to a permanent, it instead deals that damage to each of your opponents.
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Enchanted create gets +3/+0.
If enchanted creature would deal excess damage to a permanent, it instead deals that damage to each of your opponents.
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Illus. MidJourney
As Sage of the Forgotten arrives, you may reminisce . If you do, Sage of the Forgotten arrives with a +1/+1 counter on it. (To reminisce, put a card from your graveyard on the bottom of your library.)
1/1
Meditate (
: You may open or close your gate. Meditate only as a sorcery.)
As long as your gate is closed, Sandwalker has has ward
. (Whenever this becomes the target of a spell or ability an opponent controls, counter it unless that player pays
..)
As long as your gate is open, Sandwalker gets +2/+2.

As long as your gate is closed, Sandwalker has has ward


As long as your gate is open, Sandwalker gets +2/+2.
2/2
Trample
Whenever Scorchwood Adjutant attacks, another target creature gains trample until end of turn.
Whenever Scorchwood Adjutant attacks, another target creature gains trample until end of turn.
3/4
Ward
(Whenever this becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Permanents attached to Scorchwood Bramble have ward
.


Permanents attached to Scorchwood Bramble have ward

2/1
Mill three cards, then reminisce about any number of land cards. For each land card you reminisce about this way, untap one permanent you control. (To reminisce, put a card from your graveyard on the bottom of your library.)
Prevent all damage that would be dealt this turn.
Prevent all damage that would be dealt this turn.
Illus. MidJourney
Mill three cards. You may reminisce up to twice. For each card you reminisce about, return one permanent card from your graveyard to your hand. (To reminisce, put a card from your graveyard on the bottom of your library.)
We seek all that we have lost, yet our efforts bear so little fruit. How can they, when we lack so dearly for seeds?
— From Nabonahel's Wonderings
— From Nabonahel's Wonderings
Illus. MidJourney
Flash
When Stirring Inciter arrives, another target creature you control fights target creature you don't control.
When Stirring Inciter arrives, another target creature you control fights target creature you don't control.
2/2
Target creature gains ward
until end of turn.
If your gate is open, that creature gets +3/+3 until end of turn.

If your gate is open, that creature gets +3/+3 until end of turn.
Choose one —
• Draw a card.
• Destroy target artifact or enchantment.
Choose one —
• Put up to one land card from your hand onto the battlefield.
• Untap target permanent.
• Draw a card.
• Destroy target artifact or enchantment.
Choose one —
• Put up to one land card from your hand onto the battlefield.
• Untap target permanent.
Create a tapped Desert token (It's a land with "
: Produce
.")
Search your library for a Desert card, reveal it, and put it into your hand, then shuffle your library.


Search your library for a Desert card, reveal it, and put it into your hand, then shuffle your library.
Illus. MidJourney
Flash
Enchant creature
Enchanted creature gets +2/+2.
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Enchant creature
Enchanted creature gets +2/+2.
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Illus. MidJourney
Enchant permanent
Enchanted permanent has "
: Produce
or
."
Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Enchanted permanent has "



Spread (When enchanted creature dies, if it wasn't a token, create a 0/0 black Germ creature token, return this from the graveyard to the battlefield attached to it, then put a +1/+1 counter on each Germ you control.)
Creatures you control get +2/+2 and gain trample until end of turn. If an opponent controls a nonbasic land, those creatures also gain vigilance until end of turn.
Surveil 3, then reveal the top card of your library. If it's a creature card, create a 1/1 colorless Sand creature token. If it's a land card, create a tapped Desert token (It's a land with "
: Produce
."). Otherwise, you gain 3 life.


The meteoronomists' calculations predicted that the encroachment would hold off for at least another week.
At the beginning of each combat, up to one target creature gains trample until end of turn. Then that creature gets +1/+1 until end of turn for each Desert you control.
Illus. MidJourney
When you cast or sift Verdant Imbalance, until end of turn, whenever you play a land card, create a Desert token (It's a land with "
: Produce
.").
You may play an additional land this turn.
You may play land cards from your graveyard this turn.
Sift
(
, Discard this card: Draw a card. Until the end of your next turn, you may cast this card from your graveyard for 
.)


You may play an additional land this turn.
You may play land cards from your graveyard this turn.
Sift





Vigilance
Whenever you reminisce about a card, if it's the third or ninth time you've done so this turn, draw a card.
Whenever you reminisce about a card, if it's the third or ninth time you've done so this turn, draw a card.
Illus. MidJourney
2/4
Haste
At the beginning of your upkeep, return an Aura card from your graveyard to the battlefield attached to Waning Archon. If you can't, sacrifice Waning Archon.
At the beginning of your upkeep, return an Aura card from your graveyard to the battlefield attached to Waning Archon. If you can't, sacrifice Waning Archon.
Illus. MidJourney
6/6
Vigilance
At the beginning of your draw step, you may reminisce about a land card. If you do, draw a card.
At the beginning of your draw step, you may reminisce about a land card. If you do, draw a card.
2/3
Deserts you control have active. (They untap during each player's untap step.)
Whenever a Desert arrives, surveil 1.
Whenever a Desert arrives, surveil 1.
Illus. MidJourney
2/2
Go to section: Colourless (8) White (45) Blue (1) Black (42) Red (45) Green (43) Hybrid (12) Split (1) Artifact (9) Land (18)
Show rarities: C U R
Anydria [Set One]: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Themes & Archetypes | Archetypes by Mana Value | Possible Mechanics | Creature Types |
Enchanted creature has vigilance.
Whenever enchanted creature deals combat damage to a player, you may reminisce . If you do, draw a card. (To reminisce, put a card from your graveyard on the bottom of your library.)