: Regenerate this creature.
"Oi oi oi, me gotta hurt in 'ere,
Oi oi oi, me smell a ting is near,
Gonna bosh 'n gonna nosh 'n da
hurt'll disappear."
—Traditional
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
Conjured from the bowels of hell, the fiery wall forms an impassable barrier, searing the soul of any creature attempting to pass through its terrible bursts of flame.
Defender (This creature can't attack.)
The Earth herself lends her strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.
Each player discards their hand, then draws seven cards.
Enchant creature
Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.
Cast this spell only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Flying
: Add one mana of any color.
Cast this spell only during your declare attackers step.
This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
Flying
Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
The most terrifying thing about the Craw Wurm is probably the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.
First strike
I tell you, there was so many arrows flying about you couldn't hardly see the sun. So I says to young Angus, "Well, at least now we're fighting in the shade!"
You may play any number of lands on each of your turns.
Whenever you play a land, if it wasn't the first land you played this turn, this enchantment deals 1 damage to you.
Prevent all combat damage that would be dealt this turn.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your upkeep, this creature deals 8 damage to you unless you pay .
Whenever this creature is dealt damage, put a +1/+1 counter on it.
Rather than sheltering her young, the female Fungusaur often injures her own offspring, thereby ensuring their rapid growth.
As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.
: Target land becomes a Forest until this creature leaves the battlefield.
Target creature gets +3/+3 until end of turn.
Reach (This creature can block creatures with flying.)
While it possesses potent venom, the Giant Spider often chooses not to paralyze its victims. Perhaps the creature enjoys the gentle rocking motion caused by its captives' struggles to escape its web.
Don't try to outrun one of Dominia's Grizzlies; it'll catch you, knock you down, and eat you. Of course, you could run up a tree. In that case you'll get a nice view before it knocks the tree down and eats you.
Hurricane deals X damage to each creature with flying and each player.
Destroy target land.
Enchant creature
Enchanted creature can attack as though it had haste.
: Untap enchanted creature. Activate only during your turn and only once each turn.
The mating habits of Treefolk, particularly the stalwart Ironroot Treefolk, are truly absurd. Molasses comes to mind. It's amazing the species can survive at all given such protracted periods of mate selection, conjugation, and gestation.
Enchant land
When enchanted land becomes tapped, destroy it. That land's controller may attach this Aura to a land of their choice.
: Untap target land.
After years of training, the Druid becomes one with nature, drawing power from the land and returning it when needed.
: Counter target black spell.
Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.)
Enchant artifact
Whenever you're dealt damage, put that many vitality counters on this Aura.
At the beginning of your upkeep, you may remove a vitality counter from this Aura. If you do, you gain 1 life.
All Forests are 1/1 creatures that are still lands.
: Add .
Whenever the Llanowar Elves gather the fruits of their forest, they leave one plant of each type untouched, considering that nature's portion.
Enchant creature
All creatures able to block enchanted creature do so.
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Return target card from your graveyard to your hand.
Flying
The only sound was the gentle clicking of the Faeries' wings. Then those intruders who were still standing turned and fled. One thing was certain: they didn't think the Scryb were very funny anymore.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Moving without sound, swift figures pass through branches and undergrowth completely unhindered. One with the trees around them, the Dryads of Shanodin Forest are seen only when they wish to be.
Target player gains X life.
Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Moss-covered statues littered the area, a macabre monument to the Basilisk's power.
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Though many think of Wolves as solitary predators, they are actually extremely social animals. During a hunt they often call to each other, which can be quite unsettling for their prey.
Destroy all enchantments.
Destroy all Islands.
Whenever you cast an enchantment spell, you may draw a card.
Some say magic was first practiced by women, who have always felt strong ties to the land.
Defender (This creature can't attack.)
: Regenerate this creature.
"What else, when chaos draws all forces inward to shape a single leaf." —Conrad Aiken
Defender (This creature can't attack.)
"And through the drifts the snowy cliffs/ Did send a dismal sheen:/ Nor shapes of men nor beasts we ken—/ The ice was all between."/
—Samuel Coleridge, "The Rime of the Ancient Mariner"
Defender (This creature can't attack.)
Everybody knows that to ward off trouble, you knock on wood. But usually it's better to make a wall out of the wood and let trouble do the knocking.
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, this Aura deals 1 damage to that player.
Trample
I didn't think Mammoths could ever hold a candle to a well-trained battle horse. Then one day I turned my back on a drunken soldier. His blow never landed; Mi'cha flung the brute over ten meters.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
Whenever a land enters, this artifact deals 2 damage to that land's controller.
This artifact doesn't untap during your untap step.
: Add .
: Untap this artifact.
, Sacrifice this artifact: Add three mana of any one color.
As this artifact enters, choose an opponent.
At the beginning of the chosen player's upkeep, this artifact deals X damage to that player, where X is the number of cards in their hand minus 4.
, : Add one mana of any color.
, : If this artifact is on the battlefield, flip it onto the battlefield from a height of at least one foot. If this artifact turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy this artifact.
This creature enters with seven +1/+0 counters on it.
At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it.
, : Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than seven. Activate only during your upkeep.
, : Prevent the next 2 damage that would be dealt to you this turn.
At the beginning of each player's upkeep, this artifact deals 1 damage to that player.
Whenever a player casts a blue spell, you may pay . If you do, you gain 1 life.