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Mechanics | Skeleton | References of Inspiration |
Showing 39 of 39 Green cards
Go to section: White (39) Blue (39) Black (39) Red (39) Green (39) Multicolour (30) Artifact (6) Land (18)
Show rarities: C U R M
When Anarch Aura Breaker enters the battlefield, you may sacrifice a Mystery token. If you do, destroy up to one target artifact or enchantment.
Sacrifice three Mystery tokens: Return Anarch Aura Breaker from your graveyard to your hand.
Sacrifice three Mystery tokens: Return Anarch Aura Breaker from your graveyard to your hand.
2/2
Flash, Deceit (When this leaves the battlefield you may pay . If you do, draw a card.)
Many of the Answer Collective join looking for money. Most stay after finding out deep the horrors of societies run.
3/2
When Answer Theorist enters the battlefield, create an / green Avatar token with "This creature's power and toughness are equal to the number of tokens you control."
1/2
Whenever a token enters the battlefield under your control, Answers Patrol gets +1/+1 until end of turn.
1/1
Choose one-
• Target creature gets +3/+3 until end of turn.
• Target creature can't be blocked by creatures with a power of 2 or less until end of turn.
Whole Truth- If a noncreature permanent was put into a graveyard from the battlefield this turn, you may choose both instead.
• Target creature gets +3/+3 until end of turn.
• Target creature can't be blocked by creatures with a power of 2 or less until end of turn.
Whole Truth- If a noncreature permanent was put into a graveyard from the battlefield this turn, you may choose both instead.
When Cipher-Born Wurm enters the battlefield, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue."), then gain 1 life for each Mystery token you control.
6/6
Whenever a noncreature permanent is destroyed, cause Intrigue (Each player exiles the top card of their library).
The Anarachs are always looking to find a rule and fight it.
3/3
When Crashing Baloth enters the battlefield, if you don't control a Mystery token, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
5/5
When Crested Brute enters the battlefield, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Whenever a creature you control attacks, you may sacrifice a Mystery token. If you do, that creature may assign combat damage as though it weren't blocked.
Whenever a creature you control attacks, you may sacrifice a Mystery token. If you do, that creature may assign combat damage as though it weren't blocked.
The Cruorhorn cares about where the grass grows tall and not the secrets among men.
8/8
Deceit (When this leaves the battlefield you may pay . If you do, draw a card.)
The key to causing mayhem unnoticed is to make sure there's already mayhem going on when you begin.
3/3
Reach
Whenever a creature card with flying is exiled from anywhere, put a +1/+1 counter on Feather Fashionista.
Whenever a creature card with flying is exiled from anywhere, put a +1/+1 counter on Feather Fashionista.
1/3
Exile up to X artifacts, where X is the number of artifact cards in exile.
Exile up to X enchantments, where X is the number of enchantment cards in exile.
Exile up to X enchantments, where X is the number of enchantment cards in exile.
Ward
Despairing 5- You may have each creature you control assign combat damage as if it wasn't blocked (If your life total is 5 or less, Great-Growth Strider is despairing)
Despairing 5- You may have each creature you control assign combat damage as if it wasn't blocked (If your life total is 5 or less, Great-Growth Strider is despairing)
7/7
Sacrifice a Mystery: Heinous Hydra gets +3/+3 until end of turn.
Whenever you cast a spell from exile, Heinous Hydra gains trample until end of turn.
Whenever you cast a spell from exile, Heinous Hydra gains trample until end of turn.
5/5
Enchant land
When Hidden Garden enters the battlefield, cause Intrigue (Each player exiles the top card of their library)
Enchanted land adds an additional mana of any color an exiled land could produce.
When Hidden Garden enters the battlefield, cause Intrigue (Each player exiles the top card of their library)
Enchanted land adds an additional mana of any color an exiled land could produce.
Whenever you cast another spell from anywhere other than you hand, you may put a land from your hand onto the battlefield tapped.
: Deal 3 damage to any target. Activate this ability if you played a card from exile this turn.
: Deal 3 damage to any target. Activate this ability if you played a card from exile this turn.
3/5
When Lumbering Constrictor enters the battlefield, create a Mystery token and a 1/1 green Snake token with deathtouch.
"There's two terrariums empty." -Adelaide, Circle Chord's last words
1/6
Whenever an enchantment, creature, or land card you own is exiled from anywhere for the first time each turn, you may return a card of the same type from your graveyard to your hand.
3/3
Search your library for up to three land cards with different names that share a name with an exiled land you own. Add those cards to your hand, then shuffle.
Enchant creature
Enchanted creature has Ward and gets +X/+X, where X is the greatest mana value among exiled cards you own.
Enchanted creature has Ward and gets +X/+X, where X is the greatest mana value among exiled cards you own.
Choose one-
•Distribute two +1/+1 counters among creatures you control.
•Target creature you control deals damage equal to its power to another target creature.
Whole Truth- If you played a creature spell this turn, you may choose both instead.
•Distribute two +1/+1 counters among creatures you control.
•Target creature you control deals damage equal to its power to another target creature.
Whole Truth- If you played a creature spell this turn, you may choose both instead.
Choose 1-
• Draw a card for each creature token you control.
• Draw a card for each enchantment you control.
Whole Truth- If you control two or more creatures with a power of 4 or greater, you may choose both instead.
• Draw a card for each creature token you control.
• Draw a card for each enchantment you control.
Whole Truth- If you control two or more creatures with a power of 4 or greater, you may choose both instead.
Whenever a permanent enters the battlefield under your control, gain life equal to that permanent's mana value. Whenever you gain five or more life this way, draw a card.
Whenever you pay a Deceit cost, you may uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
4/4
Enchant creature
Enchanted creature has Ward , where X is 2+ the number of cards you've drawn this turn.
Whenever you draw a card, double the enchanted creature's power and toughness until end of turn.
Enchanted creature has Ward , where X is 2+ the number of cards you've drawn this turn.
Whenever you draw a card, double the enchanted creature's power and toughness until end of turn.
When Rodon Surveyor enters the battlefield, if you own three or more land cards in exile, you may put a +1/+1 counter on another target creature.
"This expanse has no end." -Jadon, Appraiser
2/2
Deathtouch
Whenever a land enters the battlefield under your control, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Sacrifice a Mystery token: Untap target land you control.
Whenever a land enters the battlefield under your control, uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Sacrifice a Mystery token: Untap target land you control.
5/5
If you don't control a Snake, create a 1/1 green Snake token with deathtouch.
Until end of turn, Snakes you control have "Whenever this creature deals combat damage to a player or planeswalker, draw a card."
Until end of turn, Snakes you control have "Whenever this creature deals combat damage to a player or planeswalker, draw a card."
Create X 1/1 green Snake tokens with deathtouch.
A single bite from one can fell even the greatest leviathan, and there are hundreds of them sleeping in this den.
Reach
Whenever a card you own becomes exiled, Steane Crawler gets +0/+1 and gains vigilance until end of turn.
Whenever a card you own becomes exiled, Steane Crawler gets +0/+1 and gains vigilance until end of turn.
"The beasts watch over these woods." -Raldem
2/3
Whenever a land enters the battlefield under a player's control, if that land doesn't share a name with a land they control, cause Intrigue (Each player exiles the top card of their library)
2/4
Enchant creature
Enchanted creature has Reach and "At the beginning of each endstep, if an opponent cast two or more spells this turn, put a +1/+1 counter on this creature."
Enchanted creature has Reach and "At the beginning of each endstep, if an opponent cast two or more spells this turn, put a +1/+1 counter on this creature."
Enchant creature
Enchanted creature has deathtouch.
: Enchanted creature gets +0/4 until end of turn.
Enchanted creature has deathtouch.
: Enchanted creature gets +0/4 until end of turn.
The venom of the corkscrew skaapsteker and the durability of the diamond snail make for a fashionable defense.
Prevent all combat damage that would be dealt this turn and uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
1/2
Wake the Slumbering Monster costs less for each spell opponents cast this turn.
Put a +1/+1 counter on target creature you control. Then, it deals damage equal to its power to target creature an opponent controls.
Put a +1/+1 counter on target creature you control. Then, it deals damage equal to its power to target creature an opponent controls.
Target creature you control gains indestructible and hexproof until end of turn.
Uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
Ward
Despairing 9- Woeful Woods Troll has hexproof and trample (If your life total is 9 or less, Woeful Woods Troll is despairing).
Despairing 9- Woeful Woods Troll has hexproof and trample (If your life total is 9 or less, Woeful Woods Troll is despairing).
4/5
Whenever Woodreach Sage attacks, if the defending player owns more cards in exile than you, Woodreach Sage gets +1/+2 until end of turn.
3/3
Go to section: White (39) Blue (39) Black (39) Red (39) Green (39) Multicolour (30) Artifact (6) Land (18)
Show rarities: C U R M
Grisserick: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | References of Inspiration |
Sacrifice a Mystery token: Until end of turn target creature you control gains deathtouch and Deceit (When this leaves the battlefield you may pay . If you do, draw a card.).