Subterfuge: Green Cards

J

Jake74

Guest
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.
 
J

Jake74

Guest
R
?Spore Clone? (Splintering Stroke)
G
Enchant Creature
--
3GG: Put a green saproling token into play with power and toughness equal to enchanted creature. You may only activate this ability once per turn.
If Spore Clone goes to the graveyard from play, destroy all saprolings.

R
?Preserver?
2GG
Creature - Wizard Legend
3/2
1 : Target creature is green until end of turn.
Green creatures block if able.
T : Preserver gets +2 +2 until end of turn.

C
?Unfamiliar Ground?
1G
Sorcery
--
Put target island or swamp on top of owner's library.

U
?Wandering Monkey?
3G
Creature - Monkey
2/3
Forestwalk
When Wandering Monkey comes into play, gain 1 life for each basic land among land types you control.

?
Natures Benevolence
2GG
Instant
--
As an additional cost to play ~this~, sacrifice a creature.
Choose one -- All creatures you control get +2+2 and trample untill end of turn; destroy target artifact or land; or return target card from your graveyard to your hand.

R
Pastoral Crusade
GG
Enchantment
--
All white creatures get +1/+1.

U
Pet Dragon
G
Creature -Dragon
1/1 (0/1)
Flying
Whenever you play a spell, you may pay GG or R. If you do, put a +1+1 counter on Pet Dragon.

U
Physical Conditioning
2G
Enchantment
--
Creature spells cost 1 less to play. When a creature comes into play, put a +1+1 counter on it.

U
Pine Soothsayer
1G
Creature -Elf
1/1
1: Destroy target land enchantment.
1G,T: Destroy target Creature enchantment.
GGG: Destroy target enchantment.

R
Placidity
1G
Enchantment
--
Whenever a creature is the target of a creature enchantment, destroy that creature.
3G: Destroy all enchantments.

C
Pygmy Elephant
1G
Creature - Elephant
1/3
'Can I name him, Popo? - Human Child'

R
Rapid Growth
1GG
Enchantment
--
All lands with Mark counters on them count as forests in additional to their normal type.
G: Put a Mark counter on target land.
2GG: Remove all +1+1 counters from all creatures you control in play. Put X +1+1 counters on target creature, where X is equal to the number of
forests target oppenent controls. You may only play this once per turn and only when you can play a sorcery.

U
Relentless Foe
3G
Creature - Hunter
3/3
During your upkeep, you may pay 2G or RR. If you do, Relentless Foe deals 2 damage to each player it has damaged previously.

R
Rhino of Opal
4GG
Creature - Rhino
9/9
Trample
If you control another green creature, Rhino of Opal becomes a 4/5 creature.
5GG: All creatures you control become the color of your choice until end of turn. If you do not choose green all creatures you control gain -1/-1 until end of turn.

C
River Crocodile
G
Creature - Crocodile
2/1
'Does he use a toothbrush?'

U
Running Waterfall
4GG
Sorcery
--
Target player gains X life, where X is your current life total.

R
Saproling Generation
1GG
Sorcery
--
Reveal your hand. For each creature card there, put a 1/1 green Saproling creature token into play.

G
Savage Mammoth
1GG (or) 3G
Creature- ?Auroch?
x/x
Savage Mammoth has power and toughness equal to X, where X is equal to seven minus the number of cards target opponent has in his or her hand.

C
Spawn
G
Sorcery
--
As an additional cost to play Spawn, sacrifice a creature.
Put a 3/3 green Saporling token into play.

U
Split
2G
Sorcery/Instant
--
Destroy target creature. Put a saproling token into play wiht power and toughness equal to that creatures toughness, and another saproling token
into play with power and toughness equal to that creatures power into play under the control of the owner of the sacrificed creature.

C
Splitter
G
Creature - Legend (Twin)
1/1
G; Put a green 1/1 Twin token into play.
Whenever ~this~ or a Twin Token leaves play, remove all Twin Tokens and ~this~ from the game.
(or)
C
Splitter
2G
Creature - Legend (Twin)
2/2
2G; Put a green 2/2 Twin token into play.
Whenever ~this~ or a Twin Token leaves play, remove all Twin Tokens and ~this~ from the game.

R
Sporadic Growth
2GG
Sorcery
--
Return all lands you control to owner's hand. Then, search your library for up to three basic land cards and put them into play. Shuffle your library
afterwards.

C
Stand of Courage
G
Instant
--
Target blocking creature gains +3+5 untill end of turn.

U
Stomping Grounds
G
Enchantment
--
All creatures gain trample.

R
Subtle General
1GG
Creature -Legend
2/1
Skip your draw phase.
All creatures you control gain +2+0 and trample.
At the end of your turn, sacrifice a creature.

R
Superior Position
1GG
Enchantment
--
Whenever a creature attacks, if its controller controls the most land, it gets +2/+2 until end of turn.
Whenever you play a land, return Superior Position to the top of your library.

R
Tall Oak Tree
GG
Creature - Tree
0/3
If ~this~ is the target of a red spell or ablility, you may sacrifice it and add RRR to your mana pool.
T: Prevent all damage dealt to target creature and tap it.

U
Terra-Elf
G
Creature - Elf
1/1
If ~this~ attacks and is not blocked, you may choose to untap all lands you control.

U
Thallid Den
1G
Enchantment
--
Thallid Den cannot be the target of spells or abilites.
Whenever a creature leaves play, you may pay 1G or R. If you do, you may put a Spore counter on Thallid Den.
1, Remove a Spore counter: Put a 2/2 Green Thallid token into play.

C
Timber Blessing
2G
Enchant Creature
--
Enchanted creature gains forestwalk. (If defending player controls any forests, this creature is unblockable.)
When Timber Blessing leaves play, you may put a 2/2 green saproling token with forestwalk into play.

C
Treefolk Trader
2GG
Creature -Treefolk
5/2
Trample
2G; Regenerate
When Treefolk Trader comes into play, your oppenent may play a sorcery from his hand as an instant and for free.

R
Tribal Chant
8G
Sorcery
--
You may sacrifice any number of creatures to have Tribal Chant cost 2 less to play for each creature sacrificed this way.
Add 9 mana of anyone color to your mana pool.

R
Trombolk
2GG
Creature - Troll
4/2
G: Trombolk gains trample until end of turn.
2GG: Put a 1/1 red token into play. That token counts as a Troll.
A distant cousin of the Brikabrak, Trombolk roam the mountains but seed and harvest fields - Blarf

U
Upspin
GG
Instant
--
Untap up to two target lands.

C
Verdant Elemental
G
Creature -Elemental
*/*
Verdant Elemental has power and toughness each equal to the number of token creatures in play.

U
Verdant Threat
4GG
Instant
--
Destroy target land.
Target land becomes a 5/3 creature permanently. (This creature still counts as a land.)

R
Walking Legends
1G
Enchantment
--
All non basic lands lose all abilities and are 2/2 green creatures that count as elementals. They no longer count as lands.

U
Wall of Honey
2G
Creature -Wall
1/*
When Wall of Honey comes into play, put a 1/2 green Caretaker token into play.
Wall Of Honey has toughness each equal to the number of token creatures in play.
2G: Switch Wall of Honey's power and toughness. At the end of your turn, sacrifice Wall Of Honey.

C
Wall of Stakes
2G or GG
Creature - Wall
0/4 or 0/3
0, Tap up to 2 creatures you control: ~this~ gets +X/+0 until end of turn, where X is the combined power of the creatures tapped in this way. Play this ability only once each turn.

U
Warrior of Wood
2G
Creature-Treefolk
2/2
Whenever any player plays a black spell, you may pay X. If you do, then look through your library for a creature card with casting cost X-3 or less.
Put that card into play tapped, then shuffle your library.
 
N

NeuroDeus

Guest
Things i can correct from the cards I did...

Walls of Paradise -> Rare
Rhino of Opal -> Rare
Elvish Servant -> Cut, I think FoR had in mind to try something else within the likes of this card...
Elves of the Wild -> Cut, I think nobody liked the card... nor me now...
Coast Sentinel -> The previous unnamed version has to be removed... Also casting cost of this card was I think 1G and not 1GG... I just noticed that Elvish Vagabond is very same to this card...
Lily Dancers -> Lily Pad Dancers
Ground Superiority -> Cut, only Air Superiority (blue) still exists
 
T

Thallid Ice Cream Man

Guest
Berserker Howl/Call should probably be cut. There is no way this can be balanced effectively without making it bad.
You could make all creatures 7/0 and kill them.
Also, you could make a whole lot of Saproling tokens 6/1 instead of 1/1.
While the first one is easily changed, the second one isn't easily changed without changing the nature of the card, so that either it's very bad or it's broken. It's just too dangerous an idea.

The fly trap creature (which is currently named something I had thought to be only a temporary name) should be named Jurvan Fly Trap (the fantasy adjective we choose to use doesn't really matter, right?)

There are about 4 versions of one card here, called alternately Gaea's/Ruthless/Molding Mask. I suggest that we use the following version:

C
Gaea's Mask
1G
Enchant Creature
N/A
When Gaea's Mask comes into play, any player may pay 3. If any player does, that player may search your library for up to three copies of Gaea's Mask, reveal them, and remove them from the game. Shuffle your library afterwards.
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.

I know this version is significantly different than the other ones, but I thought that it should be much more significant if an opponent has the extra mana open.
 
J

Jake74

Guest
I've edited the cards and deleted doubles.

Can you guys delete your posts after I've changed the cards? That way we won't have a bunch of unneeded posts in each card list.
looks like we can't delete... I'll just blank them out, if any admins want they can delete the blank ones
 
F

FoundationOfRancor

Guest
Aggravating Mother:
Cut

Ancient Mastodon:
Common

Ash Centipede:
Common

Bursting Beast:
Uncommon

Centaur Riders:
Uncommon

Circle of Life:
Uncommon

Circling Wolves:
Common

Coast Sentinel:
Common

Colorfull Apes:
Cut

Concealed Dragon:
Rare.
Drastic rewording required,

Concealed Dragon
3GGG
Creature -Dragon
3/3
Flying
As long as Concealed Dragon is not attacking, Concealed Dragon can't be the target of spells or abilities.
3G, Concealed Dragon loses flying until end of turn: Concealed Dragon gets +3+3 until end of turn.

Country Titan:
Rare. The second cost should be 1GGWW.

Cradlewood Tortoise:
Uncommon

Crouching Tiger:
Common

Destiny Beckons:
Reword so its X +1+1 counters, not a +X+X counter.

Dirt Lurker:
Rare

Docile Wolf:
Reword to "When Docile Wolf comes into play, you may shuffle up to two Docile Wolf cards from your graveyard into your library."

Druid Circle:
Rare. 1GG. Reword, "Whenever another land is the target of an enchantment, draw a card and untap enchanted land"

Elven Arrows:
Common...odd.

Elven Dance:
Uncommon, attach a "Until end of turn"

Elven Patriot:
Uncommon

Elven Regalia:
Common

Elvish Sniper:
Common

Emancipate:
Common.

Endless Ascension:
Rare

Energy Absorber:
Common

Energy Manifest:
Uncommon. Reword.

Enforcement:
G, Common.

Engulfing Vines:
Common, Re-edit

Excised Elf:
2/1. Rare

Fertile Valley:
Cut

Flawed Alliance:
Rare

Flora Fetish:
Creature -Idol?

Four Leaf Clover:
Uncommon, I love this card!

Frenzied Wolf:
Reword, "When Frenzied Wolf comes into play, search your library and place up to two Wolf cards into your graveyard. Shuffle your library afterwards."

Fujita:
Uncommon

Gaea's Mask:
Im not happy with this version at all, needs a name change.

Gallivanting Monkeys:
Reword, Name change, 5G.

Granger Hermit:
4G, rare. Reword...alot.

Greater Fujita:
Rare

Green Fellow:
Rare, we need a name!

Growth Spurt:
Common

Guerilla Warfare:
Rare.

Harmonic Growth:
Common, possible cut.

Hidden Dragon:
Lol, this is the better name.

Hopestrike Beast:
Common

Infected Basilisk:
Rare.

Infestation:
Rare, reword so not redundant.
Change Spawn to saproling.

Inner Essence:
Uncommon, reword. Name change to Transmute.

Jurvan Fly Trap:
Uncommon. Reword.

Karrash Wurm:
Rare

Leverage:
Common

Lily Pad Dancers:
Cut the enchantment thing. Reword.

Mana Syphon:
Cut

Mana Blur:
Common.

MindScape Master:
Cut

Molding Figure:
Uncommon. Reword to Non-land permanent.

Mutual Resources:
Rare, this seems....weird.

Mystic Sundial:
Rare. Crazy!

Mythical Monster:
Uncommon.

Mythos:
Uncommon, G.

Natures Benevolence:
"As an additional cost to play, sac a creature"

Pet Dragon:
I think 1/1 isnt bad.

Physical Conditioning:
Uncommon.

Placidity:
Rare

Reaper of Life:
Uncommon, I think this should cost GGG...

Relentless Foe:
Uncommon.

Rhino of Opal:
Reword, and make sure it says "If you control another green creature, Rhino of Opal becomes a 4/5 creature."

Saproling Generation:
Rare.

Savage Mammoth:
1GG, Rare. I remember someone had an objection to it being an auroch, but I forgot what he suggested as a replacment.

Spawning:
Common, call is "Spawn."
Change Spawn to saproling.

Spawning Infestation:
Cut.

Splintering Stroke:
Rare. Needs a name change.

Splitter:
Common. Change the cc to 2G. p/t to 2/2. The Twin Tokens to 2/2, and the activation cost to 2G.

Sporadic Growth:
Rare.

Stomping Grounds:
Uncommon.
We could probablly make this cost GG with all the anti-special abilities out there.

Superior Position:
Rare, reword.

Surge:
Common, we should probably cut this one.

Tall Oak Tree:
0/3 and Rare.

Terra-Elf:
Uncommon.
Good card.

The Preserver:
Rare, drop the "The" in the name. No legend-o.

Transmute:
Cut

Tree Bark Spider:
Cut, we should re-use the name though.

Tribal Chant:
Rare.

Unfamiliar Ground:
Common, possible name change?

United Aid:
Cut.

Upspin:
I have no idea for rarity...ideas?

Verdant Elemental:
Common.

Walking Legends:
Rare, attach to the end "...and can no longer produce mana."

Wall of Stakes:
2G, 0/4.
Common.

Wall of Vines:
Cut

Walls of Paradise:
Cut

Wandering Monkey:
Uncommon. Name change....please!

Excellent Job Jake, this is actually looking like a real set. Its SO cool!
 
J

Jake74

Guest
How can I reword Granger Hermit?

Concealed Dragon/Hidden Dragon
One of these needs cut or renamed... they have opposite effects, I'd like to keep them both...

Karrash Wurm
I reworded this... which way is better?

Molding Figure
Why non-land? no one would ever pick a land anyway, would they?

Nature's Benevolence
The third ability is too weak... maybe return to play tapped or return 2 cards to hand.

Reaper of Life
This like Beast of Burden... should we keep it?

Stomping Grounds
This card already exists... can't think of the card name now... from tempest I believe.

We need to get a final answer on Gaea's Mask... what name and abilities???

There are two versions of splinter... which do you like??
 
F

FoundationOfRancor

Guest
Reaper of Life:
I dont really think we should keep it. Been done.

Molding Figure:
I just want to avoid confusion.

Dragons:
They are such similar cards, I think that we should keep one. Concealed Dragon, but I think we should rename it to Hidden Dragon.

KWurm:
Drop the "This costs 1 less thing"
In favor of the other ability.

Stomping Grounds:
I have no idea.

Gaea's Mask:
We just need a different name. Gaea wont work.
 
T

Thallid Ice Cream Man

Guest
Stomping Grounds should either cost G or be cut.

This is because the card you are thinking of is Primal Rage, from Stronghold, except that that says "All creatures you control have trample", so currently it's better than Stomping Grounds.

You can probably cut all the bolded cards.

Why does Jurvan Fly Trap need rewording? (unless it was reworded already, in which case never mind)
 
J

Jake74

Guest
Stomping Grounds - yes Primal Rage was the card... I see this is different now... I like this better esp. at cc G

I already fixed Jurvan, just an oversight... I will put the bold cards in the cut list... if anyone really objects, we can put them back...

Except:
I want to see Colorful Apes and Mana Syphon work...
Fertile Valley should be 2 life for one of any color mana...
 
T

Thallid Ice Cream Man

Guest
Fertile Valley would be unused until someone found a way to abuse it, and it would become broken. It just doesn't seem a worthwhile card to put in.

Colorful Apes is OK, I suppose, but Mana Syphon just seems to have too limited an ability.
 
J

Jake74

Guest
Originally posted by Thallid Ice Cream Man
Fertile Valley would be unused until someone found a way to abuse it, and it would become broken. It just doesn't seem a worthwhile card to put in.
Colorful Apes is OK, I suppose, but Mana Syphon just seems to have too limited an ability.
I agree about Fertile Valley...
Apes would need some redoing, but I think the idea is a good one...
Mana Syphon lets you draw a card for one and gives you a splash if something killed your birds... I would use it. make it Uncommon though.
 
F

FoundationOfRancor

Guest
I suggested cutting Mana Syphon because it was too similar too Mana Blur.

I thought Mana Blur was the better card.
 
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