Print Options

Please select the cards that you want to print. This box will not show up on the printed page. Print in Landscape orientation to fit up to eight cards per A4 page. Click on a card to not print it. We recommend Firefox or Internet Explorer for text proxies, as cards printed by Chrome may appear slightly too large.

« back to the full deck page

Proxy type: switch to full card images | text proxies

Select Main Deck Cards

Select Sideboard Cards

{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender

{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 / 3
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender

{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 / 3
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender

{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 / 3
{1}{G}{G}
Carven Caryatid
Creature - Spirit
Defender (This creature can't attack.)

When Carven Caryatid enters the battlefield, draw a card.
2 / 5
{1}{G}{G}
Carven Caryatid
Creature - Spirit
Defender (This creature can't attack.)

When Carven Caryatid enters the battlefield, draw a card.
2 / 5
{1}{G}{G}
Carven Caryatid
Creature - Spirit
Defender (This creature can't attack.)

When Carven Caryatid enters the battlefield, draw a card.
2 / 5
{1}{G}{G}
Carven Caryatid
Creature - Spirit
Defender (This creature can't attack.)

When Carven Caryatid enters the battlefield, draw a card.
2 / 5
--
Castle Garenbrig
Land
Castle Garenbrig enters the battlefield tapped unless you control a Forest.

{T}: Add {G}.

{2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.
{2}
Crashing Drawbridge
Artifact Creature - Wall
Defender

{T}: Creatures you control gain haste until end of turn.
0 / 4
{5}{G}
Feed the Pack
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{2}{G/W}
Huatli, the Sun's Heart
Legendary Planeswalker - Huatli
Each creature you control assigns combat damage equal to its toughness rather than its power.

-3: You gain life equal to the greatest toughness among creatures you control.
L: 7
{2}{G/W}
Huatli, the Sun's Heart
Legendary Planeswalker - Huatli
Each creature you control assigns combat damage equal to its toughness rather than its power.

-3: You gain life equal to the greatest toughness among creatures you control.
L: 7
{1}{G}
Kenrith's Transformation
Enchantment - Aura
Enchant creature

When Kenrith's Transformation enters the battlefield, draw a card.

Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
{1}{G}
Kenrith's Transformation
Enchantment - Aura
Enchant creature

When Kenrith's Transformation enters the battlefield, draw a card.

Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
{1}{G}
Kenrith's Transformation
Enchantment - Aura
Enchant creature

When Kenrith's Transformation enters the battlefield, draw a card.

Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
{1}{G}
Kenrith's Transformation
Enchantment - Aura
Enchant creature

When Kenrith's Transformation enters the battlefield, draw a card.

Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{8}{G}{G}
Primal Surge
Sorcery
Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
{3}
Thousand-Year Elixir
Artifact
You may activate abilities of creatures you control as though those creatures had haste.

{1}, {T}: Untap target creature.
--
Tranquil Thicket
Land
Tranquil Thicket enters the battlefield tapped.

{T}: Add {G}.

Cycling {G} ({G}, Discard this card: Draw a card.)
--
Tranquil Thicket
Land
Tranquil Thicket enters the battlefield tapped.

{T}: Add {G}.

Cycling {G} ({G}, Discard this card: Draw a card.)
--
Tranquil Thicket
Land
Tranquil Thicket enters the battlefield tapped.

{T}: Add {G}.

Cycling {G} ({G}, Discard this card: Draw a card.)
--
Tranquil Thicket
Land
Tranquil Thicket enters the battlefield tapped.

{T}: Add {G}.

Cycling {G} ({G}, Discard this card: Draw a card.)
{1}
Walking Bulwark
Artifact Creature - Golem
Defender

{2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
0 / 3
{1}
Walking Bulwark
Artifact Creature - Golem
Defender

{2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
0 / 3
{1}
Walking Bulwark
Artifact Creature - Golem
Defender

{2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
0 / 3
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{5}{G}{G}
Zendikar Resurgent
Enchantment
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)

Whenever you cast a creature spell, draw a card.
{5}{G}{G}
Zendikar Resurgent
Enchantment
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)

Whenever you cast a creature spell, draw a card.

{2}{G}
Hornet Nest
Creature - Insect
Defender (This creature can't attack.)

Whenever Hornet Nest is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
0 / 2
{2}{G}
Hornet Nest
Creature - Insect
Defender (This creature can't attack.)

Whenever Hornet Nest is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
0 / 2
{2}{G}
Hornet Nest
Creature - Insect
Defender (This creature can't attack.)

Whenever Hornet Nest is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
0 / 2
{1}{G}
Lignify
Tribal Enchantment - Treefolk Aura
Enchant creature

Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
{1}{G}
Lignify
Tribal Enchantment - Treefolk Aura
Enchant creature

Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
{G}
Nature's Claim
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
{G}
Nature's Claim
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
{1}
Scrabbling Claws
Artifact
{T}: Target player exiles a card from their graveyard.

{1}, Sacrifice Scrabbling Claws: Exile target card from a graveyard. Draw a card.
{1}
Scrabbling Claws
Artifact
{T}: Target player exiles a card from their graveyard.

{1}, Sacrifice Scrabbling Claws: Exile target card from a graveyard. Draw a card.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
{3}{G}
Tree of Redemption
Creature - Plant
Defender

{T}: Exchange your life total with Tree of Redemption's toughness.
0 / 13
{3}{G}
Tree of Redemption
Creature - Plant
Defender

{T}: Exchange your life total with Tree of Redemption's toughness.
0 / 13