Traditions of Glasmarn
Traditions of Glasmarn: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | References/Inspiration | The Gods of Glasmarn and Their Cults |
Showing 42 of 42 Green cards
Go to section: Colourless (1) White (42) Blue (42) Black (42) Red (42) Green (42) Multicolour (22) Artifact (10) Land (11)
Show rarities: C U R M
When Borderlands Wolf enters the battlefield, target creature you control gains trample and vigilance until end of turn.
"You want to find and speak to the elves in the Sirctan woods? You wouldn't make it past the wolves." -Angus, Innkeeper
3/3
Plants you control have deathtouch.
At the beginning of your endstep, you may pay
. If you do, create a tapped copy of Creeping Hemlock.
At the beginning of your endstep, you may pay


1/2
Divine
(When you cast this spell, if you control a God or have a God in your graveyard, you may pay an additional
)
Creatures and enchantments you control gain Ward
until end of turn. If Dark of Midnight Woods is Divine, creatures and enchantments you control gain Ward
until end of turn instead.


Creatures and enchantments you control gain Ward


Reach, Esoteric (Whenever you cast a spell with a mana value greater than the number of lore counters on this creature, it gains a lore counter.)
, Remove any number of lore counters from Death-Drinker Cob-Weaver: Exile target creature card with mana value X from a graveyard and you gain X life, where X is the number of counters removed this way.

2/4
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, shuffle. If you put a Forest onto the battlefield this way, up to one target Forest you control becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.
Whenever a land you control becomes enchanted, up to one target creature gets +1/+1 until end of turn.
In the deep glades, arrows never hit the great stags.
2/2

1/2
Gods you control can't be blocked by creatures with a power of 2 or less.
"Okiennol always retakes what comes from her, and we all come from her." -Mad Finlay
3/3
When Farhaven Elf enters the battlefield, search your library for a basic land and put it onto the battlefield tapped.
The elves in the woods rarely stay put, and one can never take the same trail to find them a second time.
1/1
Divine
(When you cast this spell, if you control a God or have a God in your graveyard, you may pay an additional
)
Put a basic land from your hand or graveyard onto the battlefield tapped. If Flourishing Path is divine, lands you put onto the battlefield this turn enter untapped and you may put any land from your hand or graveyard onto the battlefield instead.


Put a basic land from your hand or graveyard onto the battlefield tapped. If Flourishing Path is divine, lands you put onto the battlefield this turn enter untapped and you may put any land from your hand or graveyard onto the battlefield instead.
Esoteric (Whenever you cast a spell with a mana value greater than the number of lore counters on this creature, it gains a lore counter.)
Remove four Lore counters,
: Target Forest becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.
Remove four Lore counters,

2/3
Whenever a land you control becomes enchanted for the first time each turn, up to one target Forest you control becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.
3/5
Enchant creature or land
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted permanent has "
- exile an enchantment from your graveyard: Another target permanent attached to the enchanted permanent gains indestructible until end of turn."
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted permanent has "

Divine 


(When you cast this spell, if you control a God or have a God in your graveyard, you may pay an additional 


)
Destroy target enchantment. If God-Sent Disaster is Divine, you may destroy up to one target artifact, up to one target enchantment, and up to one target land.








Destroy target enchantment. If God-Sent Disaster is Divine, you may destroy up to one target artifact, up to one target enchantment, and up to one target land.
Enchant creature or land you control
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted permanent has, "When this card would be put into your graveyard, return target land card from your graveyard to your hand and gain 2 life."
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted permanent has, "When this card would be put into your graveyard, return target land card from your graveyard to your hand and gain 2 life."
Enchant creature or land
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted creature can't be blocked by creatures with a power of 2 or less.
Enchanted land has "

,
: Target creature gets +3/+3 and gains Trample until end of turn."
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted creature can't be blocked by creatures with a power of 2 or less.
Enchanted land has "




Harvest-Season Hydra's power and toughness are equal to the number of enchantments you control.
Sacrifice an Aura: Harvest-Season Hydra gains indestructible and hexproof until end of turn. Gain 3 life.
Sacrifice an Aura: Harvest-Season Hydra gains indestructible and hexproof until end of turn. Gain 3 life.
*/*
Whenever a creature that was dealt combat damage this turn by High-Horn Prowler dies, return up to one target Aura or Forest from your graveyard to your hand.
4/5
Whenever a creature you control dies, if a creature entered the battlefield under your control this turn, gain 3 life and draw a card.
Otherwise, creature spells you cast cost
less to cast until end of turn and you may cast up to one creature card from your hard this turn without flash as if it had flash.
Otherwise, creature spells you cast cost

Whenever a land is added to your hand from your graveyard, you may return Lord of the Earth from your graveyard to your hand.
Whenever a land enters the battlefield from your graveyard, you may return Lord of the Earth from your graveyard to the battlefield tapped with a stun counter on it.
Whenever a land enters the battlefield from your graveyard, you may return Lord of the Earth from your graveyard to the battlefield tapped with a stun counter on it.
7/7

The gods still watch over the people of Glasmarn. The people of Glasmarn show the gods their respect.
1/2
When Mulch Tender enters, return all Forest cards from your graveyard to your hand.
"You forget why Frawdallain is a god, who gave Frawdallain the earth to grow." -Hermit Seonag
1/1
Whenever a Forest enters the battlefield, up to one target Forest you control becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.
Whenever an Elf you control dies, you may
. If you do, search your library for a Forest, reveal it, and put onto the battlefield tapped. Then, shuffle.
Whenever an Elf you control dies, you may

3/6
Whenever you cast a spell with a mana value of four or greater, if you don't control Frawdallain, up to one target Forest becomes an 8/8 green legendary God named Frawdallain until end of turn; it's still a land. Otherwise, draw a card.
Deathtouch
If Old Serpent God would die, shuffle Old Serpent God into your library and draw two cards instead.
If Old Serpent God would die, shuffle Old Serpent God into your library and draw two cards instead.
The Serpent God's cult are always on the move, always reimagining themselves as they slither into society.
4/6
Trample
When Old Woods Wurm enters the battlefield, you may cast up to one enchantment spell from your hand with a mana value of four or greater from your hand or graveyard without paying its mana cost.
When Old Woods Wurm enters the battlefield, you may cast up to one enchantment spell from your hand with a mana value of four or greater from your hand or graveyard without paying its mana cost.
8/8
Whenever a nonbasic land enters the battlefield under an opponent's control, search your library for a basic Forest and put it onto the battlefield tapped unless that player pays
.
As long as you control ten or more basic Forests, Oriennol's Greenman gets +8/+8 and has vigilance, reach, and ward
.

As long as you control ten or more basic Forests, Oriennol's Greenman gets +8/+8 and has vigilance, reach, and ward

2/2
Divine
(When you cast this spell, if you control a God or have a God in your graveyard, you may pay an additional
)
Target creature you control deals damage equal to its power to another target creature. If Primordial Barbarity is divine, you may put a basic land from your hand onto the battlefield tapped.


Target creature you control deals damage equal to its power to another target creature. If Primordial Barbarity is divine, you may put a basic land from your hand onto the battlefield tapped.
Indestructible, Ward
You may play an additional land during your turn.
At the beginning of each endstep, transform Revere the Land if you control eight or more lands.

You may play an additional land during your turn.
At the beginning of each endstep, transform Revere the Land if you control eight or more lands.
If Oriennol, the Hateful Earth would exit the battlefield, transform Oriennol instead.
Whenever Oriennol attacks or blocks, Oriennol deals X damage to up to one target creature or planeswalker, where X is the number of lands you control.
Whenever Oriennol attacks or blocks, Oriennol deals X damage to up to one target creature or planeswalker, where X is the number of lands you control.
4/6
Enchant basic land
At the beginning of your upkeep, put a Lore counter on the enchanted land. Whenever enchanted land is tapped for mana, its controller adds an additional
for each Lore counter on it.
At the beginning of your upkeep, put a Lore counter on the enchanted land. Whenever enchanted land is tapped for mana, its controller adds an additional

Whenever a land becomes a creature it gains a divinity counter.
At the beginning of each opponent's upkeep, untap each land you control with a divinity counter.
At the beginning of each opponent's upkeep, untap each land you control with a divinity counter.
Enchant creature or land
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted permanent has "
: Add
."
As long as enchanted land is also a creature, it has trample and indestructible.
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted permanent has "


As long as enchanted land is also a creature, it has trample and indestructible.
Deathtouch
When Scaled Deathkeeper enters the battlefield, up to one target Forest you control becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.
When Scaled Deathkeeper enters the battlefield, up to one target Forest you control becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.
5/5
Target creature you control gains hexproof until end of turn. If that creature had any Auras on it that you don't own, you may destroy those Auras.
Old Ways
(Whenever you cast a instant or sorcery spell, you may pay
and exile Shed the Skin. If you do, cast a copy of Shed the Skin.)
Old Ways


When Sirctan Boar enters the battlefield, choose 1-
• Gain 3 life
• Target creature gains trample until end of turn.
• Gain 3 life
• Target creature gains trample until end of turn.
Hunting a boar brings back a bounteous feast, for those who return from the hunt alive.
4/4
Enchant creature you control
Enchanted creature can't be blocked by creatures with a power of 2 or less.
Whenever a creature with a power of 4 or greater enters under your control, you may return Sirctan Brawn from the battlefield to your hand.
Enchanted creature can't be blocked by creatures with a power of 2 or less.
Whenever a creature with a power of 4 or greater enters under your control, you may return Sirctan Brawn from the battlefield to your hand.
Enchant creature or land you control
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted creature gets +1/+1 and has reach.
Enchanted land has "
,
- Exile Skybane Bark: Target creature you control fights target creature with flying."
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted creature gets +1/+1 and has reach.
Enchanted land has "



Enchant creature you control
Enchanted creature gets +2/+2, has deathtouch and "If this creature would die, shuffle it and any cards named Slithering Cycle attached to it into your library, create a 1/1 green Snake token with deathtouch, and draw two cards instead."
Enchanted creature gets +2/+2, has deathtouch and "If this creature would die, shuffle it and any cards named Slithering Cycle attached to it into your library, create a 1/1 green Snake token with deathtouch, and draw two cards instead."
Creatures you control get +X/+X until end of turn, where X is the total power among all Gods you control.
Old Ways

(Whenever you cast a instant or sorcery spell, you may pay 

and exile Strength of the Old Gods. If you do, cast a copy of Strength of the Old Gods.)
Old Ways






When Whiskey-Drunk Ranger enters the battlefield, Whiskey-Drunk Ranger fights target creature you don't control.
First, they raise their fist to toast. Then, they raise their fist to strike.
1/1
Enchant creature or land you control
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
Enchanted permanent has "Whenever this card would be put into a graveyard from the battlefield, draw a card."
Blessing (If this Aura would be put into the graveyard from the battlefield, you may attach it to a land you haven't attached an Aura to this turn you control instead.)
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
Enchanted permanent has "Whenever this card would be put into a graveyard from the battlefield, draw a card."
Go to section: Colourless (1) White (42) Blue (42) Black (42) Red (42) Green (42) Multicolour (22) Artifact (10) Land (11)
Show rarities: C U R M
Traditions of Glasmarn: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | References/Inspiration | The Gods of Glasmarn and Their Cults |
Creatures you control gain trample until end of turn. If Awaken the Green is divine, up to one target Forest becomes an 8/8 green legendary God named Frawdallain until end of turn. It's still a land.