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Mold Mask (2G)(Original card by FoR)
Enchant – Creature
As Mold Mask comes into play, any player may pay 1. If that player does, search your library for all copies of Ruthless Mask and remove them from the game. Then shuffle your library.
Enchanted creature gains +2/+2.
Sacrifice Mold Mask: Return target creature from your graveyard into your hand.
>>>We have two great Green enchant-creature cards so far. Mold mask, and the card below this one, Increment. Green is heavy on creatures (DUH!), therefore, I feel like these creature enchantments will offer Green a lot of power. Mold Mask acts not only as a creature booster, but also as a "Revive" in a way.
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Increment (G)(Original card by Cateran Emperor)
Enchant – Creature
Enchanted creature gets +1/+1 and Trample.
When Increment is put into the graveyard from play, search your library for an Increment card and put it into your hand. Then shuffle your library.
>>>Why do I have the feeling this is less broken then Rancor, YET still have the same power (and a bit more)? Increment is really, really, really powerful...yes, the obvious maybe the boost and the Trample, but what isn't obvious is the library manipulation. Rancor couldn't manipulate the library, Increment could...giving you more chances of drawing something you actually NEED. I luve this card, Cateran Emperor.
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Hopestrike Beast (2G)(3/3)(Original card by Duke)
Creature – Beast
At the beginning of your upkeep step, pay 2 or sacrifice Hopestrike Beast.
For each W paid this way, Hopestrike Beast gains +0/+1 until your next upkeep step.
For each R paid this way, Hopestrike Beast gains +1/+0 until your next upkeep step.
>>>Simply versatile. It adjusts to an offensive or defensive possession upon your will. It is hard to keep paying 2 forever though...that's why it's balanced.
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Granger Hermit (3G)(2/2)(Original card by Thallid Ice Cream Dude)
Creature - Hermit
Tap: Search your library for a basic land card and put it into play. Shuffle your library. You can’t play this ability if you played lands this turn. If you used this ability, you can’t play lands this turn.
>>>It goes with the set's theme: versatility. This not only gives you a basic land OF YOUR CHOICE, but also manipulates the library off of lands. He's a super Land Grant actually.
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Liberate (1G)(Original card by FoR)
Instant
Regenerate target creature or land.
Draw a card.
>>>It used to regenerate only lands, which is ok. I increased the casting cost by 1, and now, it could also regenerate creatures. Who wouldn't play this card? It even gives you a card...Great card FoR.
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Spawning (G)(Original card by Duke)
Sorcery
As an additional cost to play Spawning, sacrifice a creature.
Put a Spawn token into play under your control. Treat that token as a 3/3 Green creature.
>>>This could be a "standard" Green card. You play a mana Elf on turn one, on turn two, you tap the elf for G, play Spawning, and BAM, a 3/3 creature. This is a narrow situation...no matter what, Spawning will be giving you a deal for your meat. If it's not a 3/3, than Spawning will work fine on it.
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Surge (XG)(Original card by Duke)
Instant
Choose 1: Target creature gains +2/+2 until end of the turn, or +X/+X until end of the turn.
>>>Do you want a semi Giant Growth? Well...yeah, early game...after that, something like +5/+5 looks much better...and actually IS better...Surge offers that.
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Engulfing Vines (2G)(2/2)(Original card by FoR)
Creature - Elemental
When Engulfing Vies is put into the graveyard, put a +1/+1 counter on target creature.
>>>Note that it doesn't state that it had to be put into the graveyard FROM PLAY, but from ANYWHERE. Against discard, this works. Against counter magic, this works...against creature removal, this works...against mostly EVERYTHING, this will offer one of your creatures a +1/+1 counter. This is VERY versatile.
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Inbreed (X3G)(Original card by Duke)
Sorcery
Sacrifice all creatures you control, and put X Spawn tokens into play. Treat each token as a 3/3 Green creature.
>>>Inbreed is for late game, when you either have a small amount of creatures or no creatures at all...Inbreed offers a lot of them.
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Savage Mastodon (1GG)(5/5)(Original card by FoR)
Creature - Mastodon
Savage Mastodon gains -1/-1 for each card in opponent’s hand.
>>>What can I say? I luve it. Savage Mastodon works fine late game, or better yet, with discard. It also works against ANY deck that empties its the hand quickly.
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Dirt Lurker (3GG)(1/1)(Original card by FoR)
Creature- Monster
Dirt Lurker gains +1/+1 for each land in all graveyards.
3GG: Until end of the turn, Dirt Lurker gains +1/+1 for each land in play. You may use this ability no more than once each turn.
"What you call dirt, it calls home."
>>>The beast for land destruction. Even if you're not playing land destruction, Green shouldn't have a hard time coming up with 5 mana to give Dirt Lurker +1/+1 for each land in play...”for EACH land in play”, you hear that? It's a monster!
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Those are the Green cards so far in the set. We need more, since we only have 11.
If you have comments, objections, complaints, flames...anything, this will be the time to shout out...is everyone happy with the Green cards?