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Showing 39 of 39 Green cards
Go to section: Colourless (15) White (44) Blue (44) Black (43) Red (42) Green (39) Multicolour (99) Hybrid (10) Split (3) Artifact (21) Land (9)
Show rarities: C U R M
This creature enters with a +1/+1 counter on it.

, Remove a +1/+1 counter from a creature you control: Tap target creature and put a stun counter on it.

, Remove a +1/+1 counter from a creature you control: Draw a card.




1/1
Flying
Prevent all damage that would be dealt to other Dragons you control.
Prevent all damage that would be dealt to other Dragons you control.
6/6
At the beginning of your upkeep, you may mill a card.
When this creature dies, you gain 1 life for each creature card in your graveyard.
When this creature dies, you gain 1 life for each creature card in your graveyard.
2/2
Whenever a creature with power 5 or greater you control enters, target creature you control gets +3/+3 until end of turn.
3/3


Non-Human Were creatures you control have vigilance.
1/2
Defender
This creature's toughness is equal to your life total.
This creature's toughness is equal to your life total.
1/*
This creature enters with 2 +1/+1 counters on it.

, Remove two +1/+1 counters from this creature: Return target permanent card from your graveyard to your hand.


0/0


2/10
When this creature enters, return up to two target cards from your graveyard to your hand.
Forestcycling
Forestcycling

6/5
Trample
Creature spells you control cost
less to cast, where X is the total power of other creatures you control.
Creature spells you control cost

The earth lurks, maw waiting to receive the jubilation of weaker elements.
12/12
Enchant creature
Enchanted creature gets +1/+1 and has trample.
Whenever enchanted creature deals combat damage to an opponent, search your library for a basic land card, put it on the battlefield tapped, then shuffle.
Enchanted creature gets +1/+1 and has trample.
Whenever enchanted creature deals combat damage to an opponent, search your library for a basic land card, put it on the battlefield tapped, then shuffle.
Whenever a nontoken Venomous creature you control dies, create a 1/1 green Spider creature token with reach. (Basilisks, Scorpions, Snakes, and Spiders are Venomous.)
2/3
At the beginning of your upkeep, exile a card from a graveyard. If its mana value was 3 or less, create a 1/1 black Insect creature token. If its mana value was between 4 and 6, create a 2/2 green Fox creature token. If its mana value was 7 or greater, create a 2/4 white Ox creature token.
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one additional mana of any color that land produced.
Whenever enchanted land is tapped for mana, its controller adds one additional mana of any color that land produced.
At the beginning of your end step, if this creature and at least two other creature you control are tapped, exile this creature, then return it to the battlefield transformed under it owner’s control.

: Regenerate this creature. (Tap it and it gains indestructible until end of turn.)


2/1
+2: Prevent all combat damage that would be dealt by target creature until the end of your next turn.
+1: Regenerate target creature and put a +1/+1 counter on it.
0: Until end of turn, this planeswalker becomes a 4/4 Human Soldier creature with indestructible and trample that’s still a planeswalker. Prevent all damage that would be dealt to it this turn.
+1: Regenerate target creature and put a +1/+1 counter on it.
0: Until end of turn, this planeswalker becomes a 4/4 Human Soldier creature with indestructible and trample that’s still a planeswalker. Prevent all damage that would be dealt to it this turn.
3
Convoke
4/4
Enchant land
Whenever enchanted land is tapped for mana, its controller adds
. If you control another Aura enchanting that land, its controller adds an additional mana of any color.
Whenever enchanted land is tapped for mana, its controller adds


• Destroy target artifact.
• Destroy target enchantment.
• Destroy target flying creature.
1/1
Deathtouch
, Exile target card from a graveyard: Add one mana of any color.

1/1

1/1
+2: Reveal the top three cards of your library. Put all creature cards from among them into your hand and the rest on the bottom of your library in a random order.
0: Create a 3/3 green Beast creature token.
-10: Each creature you control deals damage equal to its power to up to one target player or permanent.
0: Create a 3/3 green Beast creature token.
-10: Each creature you control deals damage equal to its power to up to one target player or permanent.
5
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
At the beginning of your upkeep, mill X cards, where X is the number of Shrines you control. Then you may return a creature card and/or a land card from your graveyard to your hand.
Trample
Whenever this creature deals combat damage to an opponent, you may put a creature card from your hand onto the battlefield.
Whenever this creature deals combat damage to an opponent, you may put a creature card from your hand onto the battlefield.
6/5
Put target creature card from your graveyard on the top of your library.


• Naturalize
• Rampant Growth
• Regrowth
1/1

1/1
Trample
It's all teeth.
6/6
At the beginning of your upkeep, put a +1/+1 counter on this creature.
: Add 
. Activate only if there are 1 or fewer +1/+1 counters on this creature.



1/2
Enchant land
When this enchantment enters, draw a card.
Whenever enchanted land is tapped for mana, its controller adds an additional
.
When this enchantment enters, draw a card.
Whenever enchanted land is tapped for mana, its controller adds an additional

Suspend 6 —
When this creature enters, search your library for up to two basic land cards, put them on the battlefield tapped, then shuffle.

When this creature enters, search your library for up to two basic land cards, put them on the battlefield tapped, then shuffle.
6/5
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, put a +1/+1 counter on this creature.
They say that wickerfolk are vulnerable only to fire. Be careful not to attack them directly — at best, it'll do nothing.
1/1
When this creature enters, if it was cast, proliferate.
Undying
Undying
1/1
21/0
Enchant land
As this enchantment enters, choose a color.
Whenever enchanted land is tapped for mana, its controller adds an additional two mana of the chosen color.
As this enchantment enters, choose a color.
Whenever enchanted land is tapped for mana, its controller adds an additional two mana of the chosen color.


0/3
Trample
At the beginning of each end step, if this creature became tapped this turn, transform it.
At the beginning of each end step, if this creature became tapped this turn, transform it.
2/2
Trample
This creature must be blocked if able.
At the beginning of each end step, if this creature became tapped this turn, transform it.
This creature must be blocked if able.
At the beginning of each end step, if this creature became tapped this turn, transform it.
4/3
Deathtouch, reach, vigilance
Other Hunter creatures you control have deathtouch. (Archers, Assassins, Rangers, and Scouts are Hunters.)
Other Hunter creatures you control have deathtouch. (Archers, Assassins, Rangers, and Scouts are Hunters.)
2/4


1/1
Go to section: Colourless (15) White (44) Blue (44) Black (43) Red (42) Green (39) Multicolour (99) Hybrid (10) Split (3) Artifact (21) Land (9)
Show rarities: C U R M
Story Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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When this creature enters, add four mana of any one color and