Rarity Name CC Type P/T Abilities / Effects R ?Centipede Mulcher? 4GG Creature -Centipede */* When Centipede Mulcher comes into play, put three 1/1 green Centipede token into play. Centipede Mulcher has power and toughness each equal to the number of Centipede tokens in play. 1G, Sacrifice a land, T: Put a green 1/1 Centipede token into play. R ?Gallivanting Monkeys? 5G or 2G Creature - Monkey 2/1 When Gallivanting Monkeys comes into play, you may search you library for up to 3 Galavanting Monkies cards. Can only be blocked by creatures with flying, protection from Black, First Strike. R ?Green Fellow? 4GG Creature - Druid Legend 3/3 Trample 1G: Put a ~ counter on ~ G, Remove one ~, Tap: Put two 1/1 green Saproling creature tokens into play, or search your library for a basic land card and put that land into play. 1G, Remove two ~, Tap: Destroy target Artifact, or prevent all combat damage target creature would deal this turn. 2G, Remove three ~, Tap: All creatures you control get +3/+3 and trample until end of turn, or ~ deals 5 damage to all creatures of a color of your choice with flying. C ?Mana Syphon? 1G Instant -- Add one mana of any color to your mana pool. Draw a card. U Adventurer's Tale 2G Sorcery -- Search your opponent's library for a creature card, and remove it from the game. Adventurer's Tale cannot be countered. C Ancient Mastodon 3G Creature - Mastodon 3/3 W: Remove Ancient Mastodon from the game and then return it to play under its owners control. You may only use this ability once per turn. C Ash Centipede GG Creature -Centipede 1/1 When Ash Centipede comes into play, put a 1/1 green Centipede token into play. 2G: Ash Centipede gets +X+X untill end of turn, where X is equal to the number of Centipede tokens in play. U Ash Spider 4G Creature -Spider 3/3 Ash Spider may block as though it had flying. Whenever any player plays a creature with flying, put three +0+1 counters on Ash Spider. C Battle Wisdom G Instant -- Target creature gains +X+X until end of turn, where X is equal to the number of creatures in play. C Blossom G Sorcery -- Put a land card from your hand into play tapped, under your control. U Bursting Beast G Creature - Beast 1/1 At the beginning of your upkeep step, if Bursting Beast has 3 or more +1/+1 counters on it, sacrifice it. Whenever a spell is cast, put a +1/+1 counter on Bursting Beast. 'Its unstability had destroyed it...after destroying many lives...' C Centaur Mage 3G Creature- Centaur 2/4 When Centaur Mage leaves play, you may pay 1G, if you do return a artifact or green card from your graveyard to your hand. U Centaur Riders GG Creature -Centaur 2/1 Centaur Riders cannot be blocked except by walls and creatures with flying. Tap,2GG: Put a Wall counter on target creature. That creature now counts as a wall. (Walls cannot attack) U Circle of Life 3G Sorcery -- Remove the top card of your library from the game. If that card is a creature or a land card, you may put it into play under your control. Otherwise, you may gain an amount of life equal to that card's total mana cost. C Circling Wolves G Creature -Wolves 1/1 If you control 4 or more creatures, Circling Wolves gets +2+0. C Coast Sentinel 1G Creature - Elf 1/2 Coast Sentinel cannot be countered. Protection from Blue. ? Colorfull Apes 4GG Creature - Ape 2/3 WW: Colorfull Apes gain +0/+1 until end of turn UU: Colorfull Apes gain flying BB: Regeneration RR: Firebreathing GG: Trample R Communal Draw 4GG Enchantment --- Sacrifice Communal Draw: You and your opponent switch control of each others lands. R Concealed Dragon 3GGG Creature- Dragon 3/3 Flying 3G: Concealed Dragon loses flying and gets +3/+3 until end of turn. R Country Titan 3GGG Creature -Titan 2/2 You may pay RRGG or GGWW instead of paying Country Titan's mana cost. When Country Titan comes into play, gain control of two basic lands. U Cradlewood Tortoise 1GG Creature - Turtle 2/3 2: Cradlewood Tortoise becomes target color until end of turn. Any player may play this ability. If it is green, Cradlewood Tortoise gets +1/+1. C Crouching Tiger 1G Creature - Tiger 2/2 As long as Crouching Tiger is not attacking, Crouching Tiger can't be the target of spells or abilities. ? Destiny Beckons 3GG Sorcery -- Each player may discard any number of cards, then draw an equal number of cards. Then, proceeding in turn order, each player may put X +1/+1 counters on any target creature, where X is the greatest converted mana cost among the cards that player discarded. C Diminish 2GG Sorcery -- Destroy target land. If that land is a non-basic land, gain 3 life. R Dirt Lurker 3GG Creature- Monster */* Dirt Lurker has power and toughness equal to the number of land cards in all graveyards. 3GG: Untill end of turn, Dirt Lurker's power and tougness are now equal to as many lands that are in play. C Docile Wolf GG Creature -Wolf 2/1 When Docile Wolf comes into play, you may shuffle up to two Docile Wolf cards from your graveyard to you library. (or) You may include up to six copies of Docile Wolf in your library. 3G,T: Look through your library for a Docile Wolf card and put it into play. Shuffle you libary. R Druid Circle 1GG Enchant Land -- Whenever another land comes into play, if enchanted land is untapped, draw a card. Whenever another land is the target of an enchant spell, draw a card and untap enchanted land. C Elven Arrows G Instant -- Target creature gains first strike until end of turn. R Elven Clock 2G Enchantment -- During your upkeep, put a Moss counter on Infinity. During any upkeep, any player may pay B,U, or 2 to remove a counter from Moss. During each players pre-combat main phase, add X mana to their mana pool, where X is equal to the number of Moss counters on Elven Clock. U Elven Dance XG Instant -- All lands become X/X creatures until end of turn. X must be at least 2, but may not be greater than the number of Elves in play. U Elven Patriot 1G Creature-Elf 3/3 Elven Patriot may only attack if your oppenent controls a non-basic land. C Elven Regalia G Enchant Creature -- 3G: Put a +1/+1 counter on enchanted creature, then put Elven Regalia onto target creature. C Elvish Sniper GG Creature - Elf 1/1 T : Target player reveals his or her hand and discards any creature cards with a toughness of 1. C Emancipate G Instant -- Regenerate target land. Draw a card. R Emerald Jjinn 2GG Creature- Jjinn 4/3 During your oppenents upkeep, target creature of their choice gains forestwalk. T: Untill end of turn, spells you play cost G less to play. R Endless Ascension 3GGG Enchant Creature -- When Endless Accession comes into play, put a +1+1 counter on enchanted creature. During your upkeep, put X +1+1 counters on enchanted creature, where X is equal to the number of +1+1 counters already on it. C Energy Absorber 1G Enchant creature -- Whenever enchanted creature attacks, add mana equal to the converted mana cost of enchanted creature to its controllers mana pool. U Energy Manifest 2GG Creature- Elemental 4/4 When Energy Manifest leaves play, add BBBB to your mana pool. C Enforcement 1G or G Enchant - Creature -- When enchanted creature is put into the graveyard from play, that creature's controller may search his or her library for a copy of that creature card and put it into play under owner's control. That player shuffles his or her library. 'Tied by nature.' C Engulfing Vines GG Creature- Elemental 2/1 If Engulfing Vines is countered, you may put a +1+1 counter on target creature. U Essence Weaver 1G Creature -Druid 1/1 Essence Weaver comes into play with a soul counter on it. When a creature leaves play, you may pay G. If you do, put a soul counter on Essence Weaver. Tap: Add X green mana to your mana pool, where X is the number of soul counters on Essence Weaver. R Excised Elf G Creature - Elf 2/1 or 1/1 Whenever you cast a Green spell, sacrifice Excised Elf. Tap: Add one mana of anyone color to your mana pool. 'Excised by the forest. Adopted by nature.' R Fertile Valley G Enchantment -- Pay 2 life: add one mana of any color to your mana pool. (or) Pay 3 life, add GG to your mana pool Anything you wish......For a price R Flawed Alliance GG Enchantment -- Whenever a multicolored spell is played, it's caster sacrifices two lands. U Flora Fetish GGG Creature - ?Idol? 1/1 Flora Fetish cannot be countered. Protection from blue Whenever Flora Fetish deals damage to an opponent, you may put a +1+1 counter on it. C Forest Elder 2G Creature -Druid 1/2 2G: Regenerate target creature U Four Leaf Clover 1G Creature - Plant 0/1 Tap: Add G to your mana pool. Tap: Prevent all damage that would be dealt to target creature in combat this turn. U Frenzied Wolf GG Creature - Wolf 3/3 When Frenzied Wolf comes into play, search your library for two Frenzied Wolf cards and remove them from the game. (or) You may only include two copies of Frenzied Wolf in your library. U Fujita 1GG Creature-Elemental 2/2 When Fujita comes into play destroy target creature with a converted mana cost equal to the number of Forest you control. If you don't, sacrifice Fujita. 'There's a storm brewing.'_the Village Elder ? ?Gaea's? Mask 1G Enchant Creature -- As ~this~ is played, any player may pay 3. If they do, they may search your library for up to 3 copies of Gaea's Mask card and remove them from the game. Then shuffle your library. Enchanted creature gets +2/+2 G, Sacrifice Gaea's Mask: Search through your library for a copy of Gaea's Mask, reveal it, and put it into your hand. Shuffle your library afterwards. R Granger Hermit 4G or GGG Creature - Hermit 1/3 Tap: Search your library for a land card and put it into play. Shuffle your library. Play this ability only if no lands have come into play under your control since the beginning of your last upkeep. Whenever a land comes into play, put Granger Hermit on the top of owner's library. He treats the land as kin - fear his fights with it. R Greater Fujita 3GGG Creature-Legend 4/3 Greater Fujita counts as an Elemental. When ~this~ comes into play, destroy each creature with a converted mana cost equal to the number of Forests you control. 'Only a select few live to tell about it.'_the Village Elder C Growing Wall 1G Creature- Wall 0/3 (Walls cannot attack) Sacrifice a creature: Put a 0/2 green wall creature token into play. C Growth Spurt 1G Sorcery -- Put a +1/+1 counter on target creature. If that creature has 2 or more +1/+1 counters on it, put another +1/+1 counter on that creature. 'Nature offers many things...one of them is rapid evolution...' R Guerilla Warfare 2G Enchantment -- During your upkeep, reveal the top card of each player's library. Non-creature, non-land cards revealed in this way are removed from the game. Whenever a creature card is revealed, you may choose to shuffle that player's library. 'We choose our battles carefully.' R Hidden Dragon 5GG Creature - Dragon 6/6 As long as Hidden Dragon is not attacking, Hidden Dragon can't be the target of spells or abilities. G: Hidden Dragon gains -3/-3 and flying until end of the turn. 'You don't see it, but it's there.' C Hopestrike Beast 2G Creature - Beast 3/3 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. U Hunting Centaur 3GG Creature -Centaur 0/1 When Hunting Centaur comes into play, choose a creature. When Hunting Centaur comes into play, it gets X +1+1 counters, where X is equal to the toughness of the chosen creature. R Infected Basilisk 2G Creature- Basilisk 0/1 If Infected Basilisk ever damages a player, thay player must lose two life every upkeep. R Infestation 2GGX Enchantment -- When this comes into play, sacrifice all creatures you control. GG: Put X 3/3 green Thallid tokens into play. U Inner Essence (or) Transmute 1G Instant -- As an additional cost to play Inner Essence, sacrifice a creature. Add X+1 mana of anyone color to your mana pool, where X is the casting cost of the creature sacrificed for Inner Essence. U Jurvan Fly Trap 1GG Creature - Plant 1/1 GG, Tap: Destroy target attacking creature with flying. Put a +1/+1 counter on Jurvan Fly Trap. R Karrash Wurm 4GG Creature - Wurm 7/7 Trample As you play ~this~, you may sacrifice any number of lands. Each land sacrificed in this way reduces the cost of ~this~ by 1. (or) Sacrifice a land: Add 1 or G to your mana pool. This mana may only be spent to pay Karrash Wurm's mana cost. Use this ability only if Karrash Wurm is in your hand. C Leverage GG Instant -- Target creature gets +2/+0 until end of turn. Another target creature gets -2/-0 until end of turn. C Lily Pad Dancers 1GG Creature - Faerie 1/2 Flying. T, 1GG, Remove Lily Dancers from the game: Choose a color. Choose a card of the chosen color in your graveyard and put it in your hand. Play this ability only when you can play a sorcery and only if Lily Dancers is not enchanted. R Lone Canal 2G Enchantment -- When Lone Canal comes into play, sacrifice all lands you control. You cannot play lands. Spells you play cost GG to play instead of their normal cost. U Lurking Troll 2GG Creature -Troll 3/1 Trample 1G, Your oppenent chooses: This creature loses trample and gains +1+2 untill end of turn, or this creatures gains +3+0 and is destroyed at end of turn. You may only activate this ability once per turn. U Mage Patron 1G Creature- Druid 0/2 When Mage Patron comes into play, put a +1+1 counter on it for each spell you have already played this turn. C Mana Blur 1G Instant -- When Mana Blur comes into play, draw a card. Untill end of turn, whenever a land is tapped, it produces any kind of mana instead of its normal kind an amount. U Mandrake 4G Creature -Mandrake 1/1 Flying. Whenver Mandrake is the target of a spell or ability, you may deal 3 damage to target player. U/R Molding Figure 4GG Creature -Lichen 1/1 When Molding Figure comes into play, choose a permanent in play. T, 2G, Sacrifice a land: Put X 1/1 green Saproling tokens into play, where X the chosen cards converted mana cost. C Mutiny 2G Sorcery -- Target player is dealt damage equal to the added power of all creatures he or she controls. R Mutual Resources G Enchantment -- 0: Search your library for a land card and put it into play. Target opponent may either draw a card or put two +1/+1 counters on a creature. You may only activate this ability once per turn. R Mystic Sundial G Enchant Land -- When Mystic Sundial comes into play, choose a color. During your upkeep, put a counter on Mystic Sundial. When there are two counters on Mystic Sundial, all creatures of the chosen color do not untap as normal. When there are three counters on Mystic Sundial, all creatures you control gain protection from the chosen color. When there are four counters on Mystic Sundial, remove three counters from Mystic Sundial, and sacrifice a creature or sacrifice enchanted land. R Mythical Familiar 1GG Creature -Owl 1/1 Flying Enchantments you control cannot be the target of spells or abilties. 1G, Sacrifice Mythical Familiar: Search your library for an enchantment card and put it into play. U Mythical Monster 3GG Creature - Monster 4/4 Trample During your upkeep, sacrifice Mythical Monster or sacrifice an enchantment. Whenever an enchantment leaves play, gain life equal to the converted casting cost of it. U Mythos G Sorcery -- Choose 2 cards in your graveyard. Target opponent chooses 1 of those cards. Put the chosen card into your hand, and remove the other from the game.