Battle for Zendikar
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Limited Archetypes |
Showing 36 of 36 Green cards
Go to section: Colourless (10) White (36) Blue (36) Black (36) Red (36) Green (36) Multicolour (21) Artifact (13) Land (15)
Show rarities: C U R M
Search your library for up to two lands and put those cards onto the battlefield tapped. Those lands are 4/4 Elemental creatures with trample. They're still lands.
Put X +1/+1 counters on target creature, where X is the number of Forests you control.
Trample
Landfall— Whenever a land enters the battlefield under your control, destroy up to one target artifact or enchantment, then put a +1/+1 counter on Bramblecrush Elemental.
Landfall— Whenever a land enters the battlefield under your control, destroy up to one target artifact or enchantment, then put a +1/+1 counter on Bramblecrush Elemental.
4/4
Trample
4/4
Choose two—
• Search your library for up to two basic land cards and put those cards onto the battlefield tapped, then shuffle your library.
• Put four +1/+1 counters on target creature.
• Put two 1/1 green Elf creature tokens onto the battlefield.
• Creatures you control get +2/+2 and gain trample until end of turn.
• Search your library for up to two basic land cards and put those cards onto the battlefield tapped, then shuffle your library.
• Put four +1/+1 counters on target creature.
• Put two 1/1 green Elf creature tokens onto the battlefield.
• Creatures you control get +2/+2 and gain trample until end of turn.
Landfall— Whenever a land enters the battlefield under your control, you may tap target creature with flying.
1/3
Protection from colorless
3/3
Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter.
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter.
2/2
Landfall— Whenever a land enters the battlefield under your control, you may gain 2 life.
"Don't be fooled. If it were as docile as it looks, it would've died off long ago."
—Yon Basrel, Oran-Rief survivalist
—Yon Basrel, Oran-Rief survivalist
2/2
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add
to your mana pool."

Enchant creature
Enchanted creature gets +0/+1 and has hexproof.
Enchanted creature gets +0/+1 and has hexproof.
The Joraga value survival above all else, casting out those who are a threat to their nation.
Kicker 
When Joraga Elder enters the battlefield, you may destroy target artifact or enchantment.


When Joraga Elder enters the battlefield, you may destroy target artifact or enchantment.
2/2
Hexproof
: Regenerate Joraga Survivalist.

2/2
Target creature you control fights target creature you don't control.
The top of Ondu's food chain, baloths of the Turntimber forest leap from tree to tree searching for prey.



Mul Daya shamans practice ancient rituals to allow them to commune with Obuun, the Everliving One.
0/1
Destroy target artifact or enchantment.
When Nissa shattered the hedron holding the broods captive, she thought they would flee Zendikar, but instead they wreaked havoc across her homeplane.
When Nest Invader enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add
to your mana pool."

2/2
+1: Search your library for a basic land card and put it onto the battlefield, then shuffle your library.
-2: Search your library for a card called Ashaya, Zendikar's Protector and put it onto the battlefield, then shuffle your library.
-7: Lands you control become 6/6 green Elemental creatures with trample. They're still lands.
-2: Search your library for a card called Ashaya, Zendikar's Protector and put it onto the battlefield, then shuffle your library.
-7: Lands you control become 6/6 green Elemental creatures with trample. They're still lands.
4
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
Play with the top card of your library revealed.
You may play the top card of your library if it's a land card.
2/2
Landfall— Whenever a land enters the battlefield under your control, put a 1/1 green Elf creature token onto the battlefield, then put a +1/+1 counter on Oran-Rief Archdruid.
1/3
Trample
Landfall— Whenever a land enters the battlefield under your control, destroy up to one target artifact and put a +1/+1 counter on Oran-Rief Colossus.
Landfall— Whenever a land enters the battlefield under your control, destroy up to one target artifact and put a +1/+1 counter on Oran-Rief Colossus.
6/5
Hexproof, Indestructible
You can't cast spells that are one or more colors.
You can't cast spells that are one or more colors.
8/8


Search your library for up to three land cards and reveal them. Put all basic land cards revealed this way onto the battlefield tapped and put the rest into your hand, then shuffle your library.
Trample
The needlelike Skyfang Mountains are inhabited by all manner of ravenous beasts, making them perilous for explorers and Eldrazi alike.
5/5
Green creatures you control have protection from colorless.

: Put a +1/+1 counter on target green creature.


Landfall— Whenever a land enters the battlefield under your control, put a 1/1 green Elf creature token onto the battlefield.
1/3
Hexproof
Other Ally creatures you control have hexproof.
Whenever Tajuru Guide or another Ally enters the battlefield under your control, search your library for up to one basic land card and put that card into your hand, then shuffle your library.
Other Ally creatures you control have hexproof.
Whenever Tajuru Guide or another Ally enters the battlefield under your control, search your library for up to one basic land card and put that card into your hand, then shuffle your library.
3/4
Whenever Tajuru Ranger or another Ally enters the battlefield under your control, add
to your mana pool.

1/3
Trample
When Towering Baloth enters the battlefield, put two +1/+1 counters on each of up to four target creatures.
When Towering Baloth enters the battlefield, put two +1/+1 counters on each of up to four target creatures.
5/5
Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Turntimber Expedition.
Remove three quest counters from Turntimber Expedition and sacrifice it: Put four +1/+1 counters on target creature. If a land entered the battlefield under your control this turn, put an additional +1/+1 counter on that creature.
Remove three quest counters from Turntimber Expedition and sacrifice it: Put four +1/+1 counters on target creature. If a land entered the battlefield under your control this turn, put an additional +1/+1 counter on that creature.
Enchant creature
Enchanted creature gets +2/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +2/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Trample
Vastwood Baloth's power and toughness are each equal to the number of lands you control.
Vastwood Baloth's power and toughness are each equal to the number of lands you control.
*/*
Landfall— Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on Vastwood Guardian.
2/2
Whenever Weathered Wanderers or another Ally enters the battlefield under your control, if you control an untapped land, put a +1/+1 counter on Weathered Wanderers.
0/1
Go to section: Colourless (10) White (36) Blue (36) Black (36) Red (36) Green (36) Multicolour (21) Artifact (13) Land (15)
Show rarities: C U R M
Battle for Zendikar: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Limited Archetypes |
Target creature gets +2/+2 until end of turn. If Animist's Invocation was kicked, put two +1/+1 counters on that creature.