(Generic)Isekai/Dungeon Test concepts
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Showing 50 of 65 Green cards
Go to section: Colourless (6) White (65) Blue (65) Black (65) Red (65) Green (65) Multicolour (181) Hybrid (63) Artifact (12) Land (22)
Show rarities: C U R M
Whenever a land enters the battlefield under your control, gain 1 life. If a Lair entered the battlefield, Adventurercatcher gets +1/+0 until end of turn.
0/1
0 comments
Whenever Arnz, Horned Obnoxiousness deals combat damage to a player, create a 1/1 green Saproling token.
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)

,
: Return a basic land or Lair from your graveyard to the battlefield tapped and put a reach counter on up to one target creature.
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)



3/5
Enchant creature
At the beginning of your endstep, remove any number of counters from the enchanted creature. For each counter removed this way, you may destroy target artifact or enchantment.
At the beginning of your endstep, remove any number of counters from the enchanted creature. For each counter removed this way, you may destroy target artifact or enchantment.
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Sacrifice an artifact or enchantment: Return Blessing of Ruin from your graveyard to your hand.
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Sacrifice an artifact or enchantment: Return Blessing of Ruin from your graveyard to your hand.
Reward 

(If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
Flash
Enchant creature
Enchanted creature gets +3/+3.



Flash
Enchant creature
Enchanted creature gets +3/+3.
Enchant creature
Enchanted creature gets +0/X where X is the number of Auras attached to it.
The enchanted creature may assign combat damage equal to its toughness rather than its power.
Enchanted creature gets +0/X where X is the number of Auras attached to it.
The enchanted creature may assign combat damage equal to its toughness rather than its power.
Bosses you control get +1/+1 until end of turn.
Target Boss you control deals damage equal to its power to target creature you don't control.
Target Boss you control deals damage equal to its power to target creature you don't control.
Trample, vigilance, ward
Tier 4 (Tier 1 creature spells you cast cost
less. Tier 2 creature spells you cast cost
less.)
At the beginning of your upkeep, creatures you control get +5/+5 until end of turn and add



. You don't lose unspent mana as steps and phases end.

Tier 4 (Tier 1 creature spells you cast cost


At the beginning of your upkeep, creatures you control get +5/+5 until end of turn and add





6/8
When target creature an opponent controls dies this turn, create X 2/2 green Bear tokens, where X was the target creature’s power.
Ward
Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.)
Spells and abilities your opponents control can’t cause you to sacrifice Chelsa, Titan Queen.

Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.)
Spells and abilities your opponents control can’t cause you to sacrifice Chelsa, Titan Queen.
7/7
Chooses 1–
●Destroy up to one target artifact, up to one target enchantment, and up to one target creature with flying.
●Create a 2/2 green Bear token, return a creature, artifact, enchantment, or land from your graveyard to your hand, and distribute two +1/+1 among any number of target creatures you control.
●Destroy up to one target artifact, up to one target enchantment, and up to one target creature with flying.
●Create a 2/2 green Bear token, return a creature, artifact, enchantment, or land from your graveyard to your hand, and distribute two +1/+1 among any number of target creatures you control.
Whenever an enchantment enters the battlefield under your control, draw a card.
Aura spells you cast cost
less for each Aura you control.
Aura spells you cast cost

Trample
,
, Sacrifice this artifact: You gain 3 life.
When is paid
to activate an ability that sacrifices Crusher Cow, put a +1/+1 counter on target creature you control.


When is paid

4/4
Flash
Reward
(If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
Enchant creature you control
All creature able to block the enchanted creature do so.
At the beginning of your endstep, if the enchanted didn't attack, exile two lands you control until the beginning of your next endstep.
Reward

Enchant creature you control
All creature able to block the enchanted creature do so.
At the beginning of your endstep, if the enchanted didn't attack, exile two lands you control until the beginning of your next endstep.
Other creatures you control have Ward
.

"Nature sides with me"- Bruchosja, Boss of the fourth floor
2/2


1/2
When Driel's Boasting Challenger enters the battlefield, you may put a Lair from your hand onto the battlefield.
Sacrifice a Lair,
: Put a +1/+1 counter on target creature. If that creature is a Boss, put two +1/+1 counters on it instead.
Sacrifice a Lair,

2/1
Driel's Herald enters the battlefield with a +1/+1 counter on it for each Boss you control.
Remove a +1/+1 counter from Driel's Herald: Driel's Herald gains indestructible until end of turn.
Remove a +1/+1 counter from Driel's Herald: Driel's Herald gains indestructible until end of turn.
0/0
Trample
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
Whenever Driel, the Body Gardener or another creature dies, you may pay
. If you do, create a 1/1 green Saproling token.
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
Whenever Driel, the Body Gardener or another creature dies, you may pay

4/4
Enchant creature
Whenever a land enters the battlefield under your control, untap enchanted creature.
Put a +1/+1 counter on enchanted creature whenever a land enters the battlefield under your control that isn't the first land to enter the battlefield under your control this turn.
Whenever a land enters the battlefield under your control, untap enchanted creature.
Put a +1/+1 counter on enchanted creature whenever a land enters the battlefield under your control that isn't the first land to enter the battlefield under your control this turn.
Enchant creature
Whenever you cast an enchantment, put a +1/+1 counter on the enchanted creature.
Remove a +1/+1 counter from the enchanted creature: Until end of turn, enchanted creature gains your choice of vigilance, indestructible, or trample until end of turn.
Whenever you cast an enchantment, put a +1/+1 counter on the enchanted creature.
Remove a +1/+1 counter from the enchanted creature: Until end of turn, enchanted creature gains your choice of vigilance, indestructible, or trample until end of turn.
Draw a card for each Boss you control. Then, put up to X basic lands and one Lair from your hand onto the battlefield tapped, where X is the number of cards drawn this way.
Dungeon Hallways Guardian enters the battlefield with a +1/+1 on it for each Boss you control.
Whenever a Boss enters the battlefield under your control, put a +1/+1 counter on Dungeon Hallways Guardian.
Whenever a Boss enters the battlefield under your control, put a +1/+1 counter on Dungeon Hallways Guardian.
1/1
Haste
: Untap target Lair

"Lady Fallash, I've made sure that your keep remained spotless while you conquering the Chowair Metropolis."
0/1
Create two tapped Food tokens. Then, create a tapped Treasure token for each Food you control. If four or more Treasure tokens were created this way, draw a card.
Whenever a creature you don't control dies, create a Food token.
"Cerberus, angel, sphinx, they all taste the same covered in pain pepper sauce." -Driel, the Body Gardener
Hexproof
: Add one mana of any color.

2/4
Enchant creature
Whenever a nonbasic land becomes tapped, enchanted creature gets +1/+1 until end of turn.
Sacrifice a Lair: Enchanted creature gains Ward
until end of turn.
Whenever a nonbasic land becomes tapped, enchanted creature gets +1/+1 until end of turn.
Sacrifice a Lair: Enchanted creature gains Ward

Reward
(If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Galn-Wa, Lair Guardian.
Whenever a land you control becomes the target of a spell cast by an opponent or the ability of a permanent an opponent controls, Galn-Wa deals damage equal to its power to target creature that opponent controls.

Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Galn-Wa, Lair Guardian.
Whenever a land you control becomes the target of a spell cast by an opponent or the ability of a permanent an opponent controls, Galn-Wa deals damage equal to its power to target creature that opponent controls.
2/2
Target creature gets +3/+3 until end of turn.
"My strength is through the roof, and as of now, so is my body." -Kairu, Spear Master
Hexproof
Tier 4 (Tier 1 creature spells you cast cost
less. Tier 2 creature spells you cast cost
less.)
At the beginning of your upkeep, create a 1/1 green Saproling token. If you control a Saproling, create a 4/4 green Treefolk token with reach instead. If you control a Treefolk and a Saproling, create an 8/8 green Elemental token with indestructible instead.
Tier 4 (Tier 1 creature spells you cast cost


At the beginning of your upkeep, create a 1/1 green Saproling token. If you control a Saproling, create a 4/4 green Treefolk token with reach instead. If you control a Treefolk and a Saproling, create an 8/8 green Elemental token with indestructible instead.
2/6
Hexproof, vigilance
Spells and abilities your opponents control can't cause you to sacrifice Godfolk's Mount.
Whenever Godfolk's Mount attacks or blocks, Godfolk's Mount gains indestructible until end of turn.
Spells and abilities your opponents control can't cause you to sacrifice Godfolk's Mount.
Whenever Godfolk's Mount attacks or blocks, Godfolk's Mount gains indestructible until end of turn.
5/5
Choose two. If you control a green Boss, choose three instead.
• Target creature gets +3/+3 until end of turn.
• Return target permanent card from your graveyard to your hand.
• Prevent all damage that would be dealt to you and permanents you control until end of turn.
• Put a nonlegendary green creature from your hand onto the battlefield.
• Target creature gets +3/+3 until end of turn.
• Return target permanent card from your graveyard to your hand.
• Prevent all damage that would be dealt to you and permanents you control until end of turn.
• Put a nonlegendary green creature from your hand onto the battlefield.
Destroy target artifact or enchantment. If one or more permanents was destroyed this way, draw two cards.
Enchant land
Enchanted Land Has
,
: Put a land from your hand onto the battlefield tapped and gain 1 life.
Enchanted Land Has



Guardian of the Excess gets +1/+1 for each Lair you control.
When Guardian of the Excess dies, sacrifice a Lair. If a Lair was put into your graveyard this way, draw a card.
When Guardian of the Excess dies, sacrifice a Lair. If a Lair was put into your graveyard this way, draw a card.
1/4


4/4
Whenever the equipped creature attacks, it gets +X+0 until end of turn, where X is the number of nonbasic lands the defending player controls unless that player has you create two Treasure tokens instead.
Equip- Tap three untapped basic lands
Equip- Tap three untapped basic lands
Reach, vigilance
The Hollyhock Knights have been holding out against Yswang as they expand out of the fourth floor.
2/3
Whenever Hollyhock Bloom Knight or another creature you control attacks, you may untap target basic Forest you control.
The Hollyhock Knights are dilligent in keeping Quichay Wilds safe.
3/2
Hollyhock Mount can't be blocked by creatures with a power of 2 or less.
Hollyhock knights ride lizards, adept at running through the forests, climbing trees, and swimming through the lakes.
3/3
As long as you control more lands than each opponent, Forests you control can add one mana of any color.
4/4
Double the power and toughness of creature tokens you control until end of turn.
When Keeper of the Dangliss Glade enters the battlefield, you may return a Forest from your graveyard to your hand. If you control a Boss, you may return a Lair from your graveyard to your hand instead.


,
: Keeper of the Dangliss Glade fights target creature




5/5
Enchant creature
Enchanted creature untaps at the beginning of each untap step and has “
: Untap target Lair.”
Enchanted creature untaps at the beginning of each untap step and has “

When Light Elf Woodbinder enters the battlefield, create a 1/1 green Saproling token.


: Put two +1/+1 counters on each Saproling you control. Activate this ability only if you control a tier 3 or higher creature.



1/2
Gain 7 life. If
was spent casting Light Elves' Solar Blossom, you may search your library for a Plains, reveal it, and add it to your hand. Then, shuffle.

Vigilance
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)


: Mekocz, Who'll Eat Everything gets +3/+3 until end of turn.
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)



2/2
Spells with a mana value of X or less can't counter spells or the abilities of permanents you control, where X is the number of counters on all creatures you control.


: Put a +1/+1 counter and a trample counter on up to one target creature.



Hexproof
When Quichayan Wurm dies, untap all Lairs you control.
When Quichayan Wurm dies, untap all Lairs you control.
7/7
Go to section: Colourless (6) White (65) Blue (65) Black (65) Red (65) Green (65) Multicolour (181) Hybrid (63) Artifact (12) Land (22)
Show rarities: C U R M
(Generic)Isekai/Dungeon Test concepts: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | End Ideas |