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Showing 34 of 34 Green cards
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Show rarities: C U R M
: Brute Moose gets +2/+2 until end of turn. Activate this ability only once each turn.
When Brute Moose dies, destroy up to one target artifact.
When Brute Moose dies, destroy up to one target artifact.
6/6
Enchant creature
Enchanted creature has hexproof. If the enchanted creature is a Druid, it gets +2/+2.
Role- At the beginning of your endstep, if a noncreature permanent card was put into a graveyard this turn, you may return Cloak of Forest-Cover from your graveyard to your hand.
Enchanted creature has hexproof. If the enchanted creature is a Druid, it gets +2/+2.
Role- At the beginning of your endstep, if a noncreature permanent card was put into a graveyard this turn, you may return Cloak of Forest-Cover from your graveyard to your hand.
Whenever you cast a spell with a mana value of 4 or more, Conjurer of Awe gets +2/+1 until end of turn.
2/2
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, gain 1 life for each creature you control.
1/4
Vigilance
When Elder of Many Stories enters the battlefield, return up to one target creature card, up to one target enchantment card, and up to one planeswalker card from your graveyard to your hand.
When Elder of Many Stories enters the battlefield, return up to one target creature card, up to one target enchantment card, and up to one planeswalker card from your graveyard to your hand.
2/4
Trample
: Elm Brute gets +2/+2 until end of turn. Activate this ability only when you could cast a sorcery, and only if you control two or more Forests.
: Elm Brute gets +2/+2 until end of turn. Activate this ability only when you could cast a sorcery, and only if you control two or more Forests.
6/6
At the beginning of your upkeep, choose 1-
• Fearsome Spirit gains trample until end of turn.
• Fearsome Spirit gains deathtouch until end of turn.
• Fearsome Spirit gains trample until end of turn.
• Fearsome Spirit gains deathtouch until end of turn.
5/5
When Forest Stalker enters the battlefield, reveal the top card of your library. If you revealed a land this way, put it onto the battlefield tapped. Otherwise, add the card to your hand. If a Scout was revealed this way, gain 3 life.
1/1
: Add . If this mana is spent to cast an enchantment spell, untap Gentle Cultivator and it loses all abilities until end of turn.
1/2
When Gift-Breaker Lynx enters the battlefield, you may destroy target artifact or enchantment.
4/4
,: Target creature that shares a creature type with Hisglee Informant gains deathtouch until end of turn. Activate this ability only during your own turn.
,: Return target creature you control to its owner's hand. If that creature shared a type with Hisglee Informant, put a +1/+1 counter on Hisglee Informant.
,: Return target creature you control to its owner's hand. If that creature shared a type with Hisglee Informant, put a +1/+1 counter on Hisglee Informant.
2/2
Enchant creature
Enchanted creature gets +1/+1 and can't be blocked by creatures with a power of 2 or less.
Enchanted creature gets +1/+1 and can't be blocked by creatures with a power of 2 or less.
Whenever an enchanted creature you control attacks, choose one —
•That creature gains hexproof until end of turn.
•Put a basic land from your hand onto the battlefield tapped.
•That creature gains hexproof until end of turn.
•Put a basic land from your hand onto the battlefield tapped.
4/5
Whenever you cast a spell with a mana value of four or greater, you may destroy target artifact or enchantment.
3/2
When Leyline-Bonded enters the battlefield, you may put a green creature card from your hand onto the battlefield. If a Druid card entered the battlefield this way, create a token copy of that creature.
4/4
Whenever an enchantment card exits your graveyard, your may return Living Mysiticism from your graveyard to your hand.
Living Mysiticism's power and toughness are equal to the number of enchantments you control.
Living Mysiticism's power and toughness are equal to the number of enchantments you control.
*/*
As long as you control three or more creatures, Living and Learning Child is a Citizen.
If you've draw two or more cards this turn, Living and Learning Child is a Scout.
As long as Living and Learning Child is a Citizen, spells and abilities opponents control can't cause you to sacrifice permanents.
As long as Living and Learning Child is Scout, if a spell or ability an opponent controls would cause you to discard a card, draw a card instead.
If you've draw two or more cards this turn, Living and Learning Child is a Scout.
As long as Living and Learning Child is a Citizen, spells and abilities opponents control can't cause you to sacrifice permanents.
As long as Living and Learning Child is Scout, if a spell or ability an opponent controls would cause you to discard a card, draw a card instead.
1/1
Ward
Whenever you cast a spell with a mana value of four or greater, create a 3/3 green Treefolk Spirit Shaman token with ward .
Whenever you cast a spell with a mana value of four or greater, create a 3/3 green Treefolk Spirit Shaman token with ward .
7/7
Return Mindful Person and two other Citizens to their owner's hand: Prevent all combat damage that would be dealt this turn.
1/3
Enchant creature
Enchanted creature has ": Add ." and is a Druid and a Shaman in addition to its other types.
Role- If you didn't cast a permanent spell with a mana value of four or greater this turn, return Mystic Rites from the graveyard to your hand.
Enchanted creature has ": Add ." and is a Druid and a Shaman in addition to its other types.
Role- If you didn't cast a permanent spell with a mana value of four or greater this turn, return Mystic Rites from the graveyard to your hand.
Search your library for a basic land, reveal it, and add it to your hand. If you control a Druid, you may search for library for any land instead, reveal it, and add it to your hand instead.
You may play an additional land this turn.
You may play an additional land this turn.
Haste, reach, vigilance
Whenever a noncreature permanent is put into the graveyard from the battlefield, double Navigator of Ruin's power and toughness until end of turn.
Whenever a noncreature permanent is put into the graveyard from the battlefield, double Navigator of Ruin's power and toughness until end of turn.
1/2
,: Put a land from your hand onto the battlefield tapped. This ability costs less if you control three or more Scouts.
When Pahoowe Wayfinder enters the battlefield, you may search your library for a basic land, reveal it, and add it to your hand.
When Pahoowe Wayfinder enters the battlefield, you may search your library for a basic land, reveal it, and add it to your hand.
3/3
Ward
: Painted Snapjaw gets +2/+0 until end of turn. Activate this ability only once each turn.
: Painted Snapjaw gets +2/+0 until end of turn. Activate this ability only once each turn.
1/3
At the beginning of your upkeep, create a 1/1 black-and-green Citizen token.
Whenever another Scout enters the battlefield,you may have any number of Citizens you control become a copy of that Scout until end of turn.
Whenever another Scout enters the battlefield,you may have any number of Citizens you control become a copy of that Scout until end of turn.
1/4
Destroy target creature with flying. Then, if a non-Shapeshifter was destroyed this way, scry X, where X is the number of creature types that creature had.
Reach
: Sky Guide gains hexproof and vigilance until end of turn.
: Sky Guide gains hexproof and vigilance until end of turn.
1/2
Vigilance
If an Aura you own would be put into a graveyard, it loses the Aura type and becomes a creature with a power and toughness equal to its mana value instead. It's still an enchantment.
If an Aura you own would be put into a graveyard, it loses the Aura type and becomes a creature with a power and toughness equal to its mana value instead. It's still an enchantment.
5/4
Whenever a creature dealt damage by Spirit-Eater Hydra dies, exile that creature.
: Until end of turn Spirit-Eater Hydra gets +X/+X, where X is the number of creature types on non-Shapeshifter cards exiled by Spirit-Eater Hydra, and has protection from those creature types.
: Until end of turn Spirit-Eater Hydra gets +X/+X, where X is the number of creature types on non-Shapeshifter cards exiled by Spirit-Eater Hydra, and has protection from those creature types.
5/6
Enchant creature
At the beginning of your upkeep, if you control three or more creatures, then put a +1/+1 counter on the enchanted creature. Then, if the enchanted creature is a Citizen, you gain life equal to its power.
At the beginning of your upkeep, if you control three or more creatures, then put a +1/+1 counter on the enchanted creature. Then, if the enchanted creature is a Citizen, you gain life equal to its power.
Enchant creature
Enchanted creature is a Scout in addition to its other types.
Whenever the enchanted creature attacks, look at the top card of your library. You may reveal it. If a creature was revealed this way, the enchanted creature gets +2/+2 until end of turn. Otherwise, gain 2 life.
Enchanted creature is a Scout in addition to its other types.
Whenever the enchanted creature attacks, look at the top card of your library. You may reveal it. If a creature was revealed this way, the enchanted creature gets +2/+2 until end of turn. Otherwise, gain 2 life.
Enchant creature
Enchanted creature has ": Add for each creature you control." If the enchanted creature is a Citizen, you may spend this mana as though it were mana of any color.
Role- At the beginning of your endstep, if you control three or more creatures, you may return Welcoming Embrace from your graveyard to your hand.
Enchanted creature has ": Add for each creature you control." If the enchanted creature is a Citizen, you may spend this mana as though it were mana of any color.
Role- At the beginning of your endstep, if you control three or more creatures, you may return Welcoming Embrace from your graveyard to your hand.
As long as you control a creature with a power greater than Wildheart Shaman's power, you Wildheart Shaman gets +2/+0.
4/3
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Show rarities: C U R M
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Skeleton |
As long as the enchanted creature has the greatest power or tied for greatest power on the battlefield, draw an additional card during your draw step.