Nieldavar
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Mechanics | Skeleton | Color Pairs | Common Breakdown | Notes | White |
Showing 29 of 29 Green cards
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Show rarities: C U R M

1/1
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Defender
Sacrifice Belhime's Peacekeeper: Prevent all combat damage that would be dealt this turn.
Sacrifice Belhime's Peacekeeper: Prevent all combat damage that would be dealt this turn.
1/4
Reveal the top four cards of your library. You may put a basic land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Reach
Deathtouch
Deathtouch
1/2
When Defense Cultivator enters the battlefield, you may play X additional lands this turn, where X is the number of Fortifications you control.
3/4
Target creature you control gets +1/+1 until end of turn for each Rune you control, than that creature fights target creature you don't control.
Whenever Forward Scout attacks, you may put a land card from your hand onto the battlefield tapped.
4/4
When Frontier Ranger enters the battlefield, draw a card.
2/3


2/1
Trample
When Galarieldavar Runesmith enters the battlefield, inscribe (Create a Rune token. It’s a colorless artifact with “
, Sacrifice this artifact: Target creature gets +1/+1 until end of turn.”)
When Galarieldavar Runesmith enters the battlefield, inscribe (Create a Rune token. It’s a colorless artifact with “

"Elf off, dude."
1/1
Trample
Other Giants you control have trample.
Other Giants you control have trample.
6/6
As long as you control a God, Godspawn gets +2/+2 and has trample.
4/3
Choose one—
• Target player sacrifices an enchantment.
• Target player sacrifices a creature with flying.
• Target player sacrifices an enchantment.
• Target player sacrifices a creature with flying.
CG07 — Heim Protector gets +1/+1 for each fortified land you control.
2/2
When Hooded Figure dies, create three 1/1 green Squirrel creature tokens.
3/3





2/2
Indestructible, vigilance




: Put three +1/+1 counters on target creature.





2/2
Whenever a fortified land you control becomes tapped, you gain 1 life.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Fortify




Deathtouch
Midraugr of the Blood Tide must be blocked if able.


: Midraugr of the Blood Tide can’t be blocked this turn. When Midraugr of the Blood Tide deals combat damage to a player this turn, that player mills nine cards, then you may put a noncreature permanent card from that player’s graveyard onto the battlefield under your control.
Midraugr of the Blood Tide must be blocked if able.



6/6
Target creature gets +1/+1 and gains reach until end of turn.
Trample
When Nmir dies, you may exile it. If you do, search your library for up to nine land cards with different names and put them onto the battlefield. Then shuffle your library.
When Nmir dies, you may exile it. If you do, search your library for up to nine land cards with different names and put them onto the battlefield. Then shuffle your library.
9/9
When fortified land is tapped for mana, add one mana of any color.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Fortify


Whenever a creature enters the battlefield under your control, inscribe (Create a Rune token. It’s a colorless artifact with “
, Sacrifice this artifact: Target creature gets +1/+1 until end of turn.”)
At the beginning of your upkeep, you may destroy target noncreature, nonland permanent with converted mana cost X or less, where X is the number of runes you control.

At the beginning of your upkeep, you may destroy target noncreature, nonland permanent with converted mana cost X or less, where X is the number of runes you control.
4/2
Return target card from your graveyard to your hand.
Inscribe (Create a Rune token. It’s a colorless artifact with “
, Sacrifice this artifact: Target creature gets +1/+1 until end of turn.”)
Draw a card.

Draw a card.
Search your library for three land cards, put them onto the battlefield tapped, then shuffle your library.


, Exile Secure the Wilderness from your graveyard: Create X 1/1 red and white elemental tokens.



Creatures with power less than Stalking Wolf’s power can’t block it.
3/3
At the beginning of your upkeep, create a 2/2 green Wolf creature token. Then if you control three or more Wolves, transform Wild Patronus.
2/2
Indestructible, trample
Patron of the Wild's power and toughness are each equal to the number of creatures you control.
Patron of the Wild's power and toughness are each equal to the number of creatures you control.
*/*
At the beginning of your end step, untap all fortified lands you control.
Go to section: White (41) Blue (33) Black (30) Red (27) Green (29) Multicolour (14) Hybrid (9) Artifact (8) Land (5)
Show rarities: C U R M
Nieldavar: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Color Pairs | Common Breakdown | Notes | White |