2 |
Abzan Battle Priest
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Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has lifelink.
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has lifelink.
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{3}{W}
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Creature
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3/2
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main
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1 |
Avatar of the Resolute
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Reach, trample Avatar of the Resolute enters the battlefield with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
Reach, trample Avatar of the Resolute enters the battlefield with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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{G}{G}
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Creature
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3/2
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side
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3 |
Awakening of Vitu-Ghazi
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Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
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{3}{G}{G}
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Instant
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main
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3 |
Branching Evolution
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If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
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{2}{G}
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Enchantment
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main
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3 |
Bred for the Hunt
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Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
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{1}{G}{U}
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Enchantment
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main
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1 |
Cytoplast Root-Kin
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Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. {2}: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it. {2}: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
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{2}{G}{G}
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Creature
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0/0
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side
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4 |
Forest
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Land
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main
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1 |
Galloping Lizrog
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Trample When Galloping Lizrog enters the battlefield, you may remove any number of +1/+1 counters from among creatures you control. If you do, put twice that many +1/+1 counters on Galloping Lizrog.
Trample When Galloping Lizrog enters the battlefield, you may remove any number of +1/+1 counters from among creatures you control. If you do, put twice that many +1/+1 counters on Galloping Lizrog.
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{3}{G}{U}
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Creature
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3/3
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main
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2 |
Herald of Secret Streams
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Creatures you control with +1/+1 counters on them can't be blocked.
Creatures you control with +1/+1 counters on them can't be blocked.
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{3}{U}
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Creature
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2/3
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main
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3 |
Incubation Druid
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{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead. {3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead. {3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
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{1}{G}
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Creature
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0/2
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main
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5 |
Island
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Land
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main
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2 |
Kalonian Hydra
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Trample Kalonian Hydra enters the battlefield with four +1/+1 counters on it. Whenever Kalonian Hydra attacks, double the number of +1/+1 counters on each creature you control.
Trample Kalonian Hydra enters the battlefield with four +1/+1 counters on it. Whenever Kalonian Hydra attacks, double the number of +1/+1 counters on each creature you control.
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{3}{G}{G}
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Creature
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0/0
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main
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3 |
Lignify
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Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
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{1}{G}
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Enchantment Tribal
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main
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4 |
Llanowar Reborn
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Llanowar Reborn enters the battlefield tapped. {T}: Add {G}. Graft 1 (This land enters the battlefield with a +1/+1 counter on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this land onto it.)
Llanowar Reborn enters the battlefield tapped. {T}: Add {G}. Graft 1 (This land enters the battlefield with a +1/+1 counter on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this land onto it.)
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Land
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main
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1 |
Master Biomancer
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Each other creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types.
Each other creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types.
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{2}{G}{U}
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Creature
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2/4
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side
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2 |
Merfolk Skydiver
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Flying When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Flying When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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{G}{U}
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Creature
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1/1
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main
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1 |
Plaxcaster Frogling
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Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {2}: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) {2}: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
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{1}{G}{U}
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Creature
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0/0
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side
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2 |
Primordial Hydra
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Primordial Hydra enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
Primordial Hydra enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
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{X}{G}{G}
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Creature
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0/0
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main
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4 |
Seaside Citadel
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Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W}, or {U}.
Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W}, or {U}.
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Land
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main
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4 |
Simic Ascendancy
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{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
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{G}{U}
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Enchantment
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main
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3 |
Simic Growth Chamber
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Simic Growth Chamber enters the battlefield tapped. When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand. {T}: Add {G}{U}.
Simic Growth Chamber enters the battlefield tapped. When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand. {T}: Add {G}{U}.
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Land
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main
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1 |
Sylvan Tutor
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Search your library for a creature card, reveal it, then shuffle and put that card on top.
Search your library for a creature card, reveal it, then shuffle and put that card on top.
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{G}
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Sorcery
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main
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3 |
Vivid Creek
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Vivid Creek enters the battlefield tapped with two charge counters on it. {T}: Add {U}. {T}, Remove a charge counter from Vivid Creek: Add one mana of any color.
Vivid Creek enters the battlefield tapped with two charge counters on it. {T}: Add {U}. {T}, Remove a charge counter from Vivid Creek: Add one mana of any color.
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Land
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main
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3 |
Voidslime
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Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
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{G}{U}{U}
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Instant
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main
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1 |
Vorel of the Hull Clade
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{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
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{1}{G}{U}
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Creature
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1/4
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main
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1 |
Waker of the Wilds
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{X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
{X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
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{2}{G}{G}
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Creature
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3/3
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side
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2 |
Worldly Tutor
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Search your library for a creature card, reveal it, then shuffle and put the card on top.
Search your library for a creature card, reveal it, then shuffle and put the card on top.
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{G}
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Instant
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main
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1 |
Zameck Guildmage
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{G}{U}: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it. {G}{U}, Remove a +1/+1 counter from a creature you control: Draw a card.
{G}{U}: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it. {G}{U}, Remove a +1/+1 counter from a creature you control: Draw a card.
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{G}{U}
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Creature
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2/2
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side
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