Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Flying, first strike
Enchanted creature gets +4/+4 and has flying and first strike.
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on each creature you control.
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
The wills of mortals shift as the tide ebbs and flows.
: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control this creature.
Flying
When this creature enters, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
At the beginning of your upkeep, sacrifice a creature.
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, each player sacrifices three lands of their choice.
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
The warriors she leads can rarely keep pace with her, and neither can the tales.
: Add an amount of equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
"The wilds are a garden tended by divine hands."
Defender, hexproof
: Add one mana of any color.
Those who enter the copse never leave. They find peace there and take root, becoming part of the ever-growing grove.