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Showing 38 of 38 Green cards
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Show rarities: C U R M
When Algae Walker comes enters the battlefield, sacrifice it unless you sacrifice three lands.
6/5
Trample
3/3
Hierarchy 2
When Capture Claw becomes tapped add
to your mana pool.
When Capture Claw becomes tapped add

2/3




2/3



Jyhelm cephalids did not forgot their treachery when they left the seas. The forests provided ample raw materials for them.
1/2
Reveal cards from the top of your deck until you reveal a creature card. Put that card onto the battlefield and send all other cards revealed this way to the graveyard. Lose 1 life for each card discarded this way.
Creatures you control gain +0/+2 for each untapped forest you control.
Creatures you control with power 4 or greater get +2/+2 until end of turn. Creatures you control with power 3 or less become 1/1 green snakes until end of turn.
When Elder Trunk is sent from the battlefield to your graveyard return Elder Trunk to the battlefield under your control as a Swamp.
1/1
Shroud, Forestwalk
: Elusive Ocelot loses shroud and gains +1/+1 until end of turn. Use this ability only once per turn.
: Elusive Ocelot loses forestwalk and gains +1/+1 until end of turn.


1/1
Shuffle one basic land you control back into your deck and search for one non-basic land and put it into play tapped.
Put Y 1/1 green insect tokens with flying into to play where Y was the non-green mana spent casting this spell.


2/3
Defender
When Hivespawn is dealt damage put a 1/1 green insect token with flying into play.
When Hivespawn is dealt damage put a 1/1 green insect token with flying into play.
0/2
Whenever a creature enters the battlefield under your control it gains a +1/+1 counter.
Defender, Hierarchy 1

: Draw a card for each creature blocked by Kelp Net.


1/4
Search your library for 3 different non-basic lands and show them to your opinion. That player chooses one to enter the battlefield under your control. Shuffle the other two lands back into your library.
Destroy target enchantment. If you control an enchantment gain 5 life.


The falling leaves danced, making a mockery of both sorcery and swordplay.
2/2
Enchanted creature has 

; Target creature gains +4/+4 until the end of the turn.



Put X cards from your graveyard on the top of your library in any order where X is the number of saprolings you control.
Search your deck for a different land than one you have in play. Put that land into play tapped and shuffle one other land you control back into your deck.
Creatures you control creatures gain trample.
When Rabid Wolf deals combat damage to a creature, any counters on that creature become -1/-1 counters.
2/2


1/3
If enchanted creature has any counters on it you may pay
to remove a counter from it.
Untap enchanted creature during your end step if you control at least 2 untapped lands.

Untap enchanted creature during your end step if you control at least 2 untapped lands.
Shore Hound is blue and has islandwalk if Shore Hound's power becomes 6 or greater.
3/3
As long as you control Strength of the Forest, other creature spells you cast gain Hierarchy 2 (Creatures that come under your control during the turn you cast a creature spell with hierarchy gain X +1/+1 counters, where X is the creature's hierarchy number.)
"Many were curious about what caused the incredible strength of the beasts in the Oretian Forest. The wise remained curious."
2/4
Forestwalk
: Target land you control is indestructible until the end of the turn.

1/2
Whenever a land exits the battlefield Tiphu Gorilla gets +2/+2 until end of turn.
Normally the gorillas are more peaceful than any sentient race, however Embark's geomancers brought on their primal rage.
2/3
Whenever you cast a sorcery spell add 

to your mana pool.



"Astrology is not to be read as text for knowledge, but as poetry for inspiration." -Valk-Lun, Nantuko shaman.
1/2
Sacrifice Underbrush Centaur: Regenerate target permanent.
2/3
Put two +1/+1 counters on all creatures that dealt damage to an opponent this turn.
"One after one they fall, and the war becomes more like sport." – Abringon
Vinesnapper gets +1/+1 for each card that enters your graveyard from somewhere other than the battlefield until the end of the turn.
2/2



1/1
Wonder of Trees comes into play with X growth counters on it.
Sacrifice a green or black creature you control and remove a growth counter from Wonder of Trees: put a creature from your graveyard onto the battlefield.
Sacrifice a green or black creature you control and remove a growth counter from Wonder of Trees: put a creature from your graveyard onto the battlefield.
Trample
Whenever Woodring God deals combat damage to a player put a forest from your graveyard into play tapped.
Whenever Woodring God deals combat damage to a player put a forest from your graveyard into play tapped.
3/5
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Show rarities: C U R M
Foundations: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Foundations | Sect Evolution |
Hierarchy 3 (each creature that comes under your control during the turn this card was cast receives 3 +1/+1 counters)*