Dawnmount

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Mechanics | Skeleton

Showing 20 of 20 Green cards

Go to section: Colourless (1) White (15) Blue (17) Black (21) Red (20) Green (20) Multicolour (43) Artifact (7)

Show rarities: C U

 C 
Creature – Human Wizard
{t}: Add {g}
{t}, Sacrifice Arbourmage: Target creature gets hexproof until end of turn
0/1
 C 
Creature – Cat Beast
Mutate {2}{g}{g}
Forestwalk
Whenever a Cat you control mutates, you gain 1 life
4/4
 U 
Sorcery
Put a 4/4 green Cat Beast Token Creature onto the battlefield. You may then tap two creatures to put a 1/1 green Cat Beast Token Creature onto the battlefield.
 C 
Creature – Dragon
Gentle Forest-Dragon enters the battlefield tapped and does not untap during your untap step.
Whenever a creature you control mutates, untap Gentle Forest-Dragon. Then put a +1/+1 counter on that creature.
5/7
 U 
Creature – Elk
Mutate {g} (If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Trample
{2}, {t}, Sacrifice this creature: You gain 3 life.
Sometimes, you have to adapt to survive
1/1
 C 
Creature – Cat
Vigilance
Whenever a creature you control mutates, you gain 2 life
2/1
 C 
Enchantment – Castle
[1] – {g}, {t}: Target creature gains Trample until end of turn
[2] – Create a 1/1 green Cat Beast creature token (This ability triggers once Leafshadow Stables reaches 2 fortify counters)
[4] – {g}{g}, {t}: Put a +1/+1 counter on target Cat you control
 C 
Instant
Kicker {w/g}
Destroy target artifact or enchantment. Then, if this spell was kicked, populate.
Come not between the arbourmage and the logger
- Sylphspire saying
 C 
Creature – Elk
Whenever a creature you control mutates, Mighty Elk gains Trample until end of turn
3/4
{1}{g}{g}
 
 C 
Sorcery
Search your library for one basic land and one non-basic land. Put the basic land onto the battlefield tapped, and the non-basic land into your hand, then shuffle.
"Onward!" cried Sir Alice, "To adventure and to lands unmapped!"
 C 
Sorcery
Encastle 3 (Put three fortify counter[s] on target Castle)
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has +2/+2 and Haste
 U 
Creature – Fairy
Flying
When Springtide Sylph enters the battlefield, populate
"Sylphs. They breed like rabbits."
-Aaron, Slyphglade herder
1/1
 U 
Enchantment – Castle
Castle
3 – Green creatures you control get +1/+1
7 – {t}: {g}{g}
9 – {1}{g}, {t}: Green creatures you control have forestwalk and trample until end of turn
 U 
Artifact – Equipment
Equip {g}
If equipped creature is green, it has +0/+1
Equipped creature gets Forestwalk and "{t}: Add {g}{g}"
 C 
Creature – Boar
Trample
3/4
 C 
Creature
Forestwalk
Whenever a Forest enters the battlefield under your control, Encastle 1 (Put one fortify counter[s] on target Castle)
1/3
 U 
Creature – Dragon Elder
Mutate {2}{g}{g}{g}
Flying
Creature spells you cast cost {g} less to mutate.
Whenever a creature you control mutates, put X +1/+1 counters on it, where X is the number of times it mutated this turn.
5/6
 U 
Sorcery
Prevent all damage that would be dealt to you this turn
 U 
Creature – Octopus Bird
Mutate {2}{g}{g}{g} (If you cast a spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. )
Wildfloods Giant can block up to 7 additional creatures
If you control a Plains, Wildfloods Giant has +1/+1
6/6

Go to section: Colourless (1) White (15) Blue (17) Black (21) Red (20) Green (20) Multicolour (43) Artifact (7)

Show rarities: C U


Dawnmount: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton