Harmony
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Showing 18 of 18 Green cards
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Show rarities: C U R M T
You gain 2 life for each green or white permanent on the battlefield.
When the vitterfolk lived, jötuns had never felt Mertinia so clean as it is now with kithkin and humans.
0 comments
Sacrifice Carrier of Expansion: You may play an additional land this turn. Draw a card.
“Conquering is not controlling the land, but making it accept you.”
1/1
Trample, reach
Whenever Cloudreaching Jötun blocks or becomes blocked by a creature with flying, Cloudreaching Jötun deals 5 damage to that creature.
Whenever Cloudreaching Jötun blocks or becomes blocked by a creature with flying, Cloudreaching Jötun deals 5 damage to that creature.
With that many little beings in Mertinia, somebody had to take care of them.
5/5
Target creature gets +4/+4 and blue creatures lose flying until end of turn.
“After leaving Moongrove, we found a new place, and new beings. They called themselves sirens. We didn’t know them, but we felt in our hearts that we could trust them.”
Lands you control have “
: Add one mana of any color to your mana pool. Spend this mana only to cast spells with converted mana cost 1 or less.”

“Mertinia is not our tool, but our friend. We help it as much as it helps us.”
1/2
Creatures you control with converted mana cost 1 or less get +2/+2.
Adapt—If you control four or more creatures with converted mana cost 1 or less, you pay
rather than pay Humble Hearts’s mana cost.
Adapt—If you control four or more creatures with converted mana cost 1 or less, you pay


Under the tiniest bodies lie the purest souls.
Flying
1/1
Destroy target creature with flying, artifact or enchantment with converted mana cost X.
“Mertinia helps us because it knows us. It’s when a stranger appears that it becomes enraged and defensive.”
—Matteo the Pastor
—Matteo the Pastor
Untap all basic lands you control.
Adapt—You may sacrifice a Mountain and a Forest rather than pay Landbound Passion’s mana cost.
Adapt—You may sacrifice a Mountain and a Forest rather than pay Landbound Passion’s mana cost.
“Nature doesn’t need to think. It acts as it sees fit, and we are nature.”
—Tamya, autumn Soleil
—Tamya, autumn Soleil
Reach
If Landfeeling Soleil would be destroyed, you may have an opponent gain 3 life. If you do, regenerate Landfeeling Soleil.
If Landfeeling Soleil would be destroyed, you may have an opponent gain 3 life. If you do, regenerate Landfeeling Soleil.
“We’ve left our belief in the forest. We are confident we must only believe in ourselves.”
3/2
Enchant creature you control
When enchanted creature is put into a graveyard, put X 1/1 green Insect creature tokens with flying onto the battlefield, where X is that creature’s converted mana cost.
When enchanted creature is put into a graveyard, put X 1/1 green Insect creature tokens with flying onto the battlefield, where X is that creature’s converted mana cost.
Mertinians believe that, when one dies, the forest keeps his knowledge forever.
Flying
All creatures have “
: Regenerate this creature.”
All creatures have “

Murdered in the conflict between faeries, Marcya, in her last moments, swore to protect not only her people, but anyone who would need a hand.
2/1
Dig 7 for up to three basic lands. (Look at the top seven cards of your library. You may reveal up to three basic land cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—If an opponent controls more lands than you, you may pay
rather than pay Mertinia Farming’s mana cost.
Adapt—If an opponent controls more lands than you, you may pay


Reach
: Siren of Flamegrove gets +1/+0 until end of turn.

While sirens are capable of flying, some like so much the teachings of the Soleils that they decide to imitate even their limitations.
2/4
Adapt—If an opponent controls a creature with converted mana cost 1 or less, you may pay 

rather than pay Sirens’ Wurm’s mana cost.



Being the last animal still living in Liberia, Flamegrove adopted it as their sacred pet, their own weapon.
6/4
When Soleil Pioneer enters the battlefield, you may put a basic land card from your hand onto the battlefield tapped.
Having left Heavenlake and Moongrove, respectively, sirens and Soleils met. They’d be the founders of a what they would later call Flamegrove, their new home.
1/1
Put a seed counter on each up to two target lands. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it. If an opponent controls a blue or black creature, put a +1/+1 counter on each of those lands.
Search your library for a basic land card and put it onto the battlefield with a seed counter on it. Then shuffle your library. As long as that land has a seed counter on it, it’s a 2/2 green Elemental creature that’s still a land. (It’s affected by summoning sickness)
Go to section: White (18) Blue (18) Black (17) Red (17) Green (18) Multicolour (45) Artifact (10) Land (5)
Show rarities: C U R M T
Harmony: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |