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

{B}{G}
Assassin's Trophy
Instant
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
{B}{G}
Assassin's Trophy
Instant
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
--
Blood Crypt
Land - Swamp Mountain
({T}: Add {B} or {R}.)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Blood Crypt
Land - Swamp Mountain
({T}: Add {B} or {R}.)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Blood Crypt
Land - Swamp Mountain
({T}: Add {B} or {R}.)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{1}{R/G}{ // }{R}{G}
Collision // Colossus
Instant // Instant
Collision deals 6 damage to target creature with flying.



Target creature gets +4/+2 and gains trample until end of turn.
{1}{R/G}{ // }{R}{G}
Collision // Colossus
Instant // Instant
Collision deals 6 damage to target creature with flying.



Target creature gets +4/+2 and gains trample until end of turn.
{1}{R/G}{ // }{R}{G}
Collision // Colossus
Instant // Instant
Collision deals 6 damage to target creature with flying.



Target creature gets +4/+2 and gains trample until end of turn.
{1}{R/G}{ // }{R}{G}
Collision // Colossus
Instant // Instant
Collision deals 6 damage to target creature with flying.



Target creature gets +4/+2 and gains trample until end of turn.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{10}{G}{G}
Ghalta, Primal Hunger
Legendary Creature - Elder Dinosaur
This spell costs {X} less to cast, where X is the total power of creatures you control.

Trample
12 / 12
{10}{G}{G}
Ghalta, Primal Hunger
Legendary Creature - Elder Dinosaur
This spell costs {X} less to cast, where X is the total power of creatures you control.

Trample
12 / 12
{1}{R}{G}
Gruul Spellbreaker
Creature - Ogre Warrior
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)

Trample

As long as it's your turn, you and Gruul Spellbreaker have hexproof.
3 / 3
{1}{R}{G}
Gruul Spellbreaker
Creature - Ogre Warrior
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)

Trample

As long as it's your turn, you and Gruul Spellbreaker have hexproof.
3 / 3
{1}{R}{G}
Gruul Spellbreaker
Creature - Ogre Warrior
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)

Trample

As long as it's your turn, you and Gruul Spellbreaker have hexproof.
3 / 3
{1}{R}{G}
Gruul Spellbreaker
Creature - Ogre Warrior
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)

Trample

As long as it's your turn, you and Gruul Spellbreaker have hexproof.
3 / 3
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}
Merfolk Branchwalker
Creature - Merfolk Scout
When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2 / 1
{1}{G}
Merfolk Branchwalker
Creature - Merfolk Scout
When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2 / 1
{1}{G}
Merfolk Branchwalker
Creature - Merfolk Scout
When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2 / 1
{1}{G}
Merfolk Branchwalker
Creature - Merfolk Scout
When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2 / 1
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Overgrown Tomb
Land - Swamp Forest
({T}: Add {B} or {G}.)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Overgrown Tomb
Land - Swamp Forest
({T}: Add {B} or {G}.)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Overgrown Tomb
Land - Swamp Forest
({T}: Add {B} or {G}.)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Overgrown Tomb
Land - Swamp Forest
({T}: Add {B} or {G}.)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}{R}{R}
Rekindling Phoenix
Creature - Phoenix
Flying

When Rekindling Phoenix dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this creature and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
4 / 3
{2}{R}{R}
Rekindling Phoenix
Creature - Phoenix
Flying

When Rekindling Phoenix dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this creature and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
4 / 3
{2}{R}{R}
Rekindling Phoenix
Creature - Phoenix
Flying

When Rekindling Phoenix dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this creature and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
4 / 3
{1}{R}{G}
Rhythm of the Wild
Enchantment
Creature spells you control can't be countered.

Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)
{1}{R}{G}
Rhythm of the Wild
Enchantment
Creature spells you control can't be countered.

Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)
--
Rootbound Crag
Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

{T}: Add {R} or {G}.
--
Rootbound Crag
Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

{T}: Add {R} or {G}.
--
Rootbound Crag
Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

{T}: Add {R} or {G}.
--
Rootbound Crag
Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

{T}: Add {R} or {G}.
{G}{G}{G}
Steel Leaf Champion
Creature - Elf Knight
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
5 / 4
{G}{G}{G}
Steel Leaf Champion
Creature - Elf Knight
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
5 / 4
{G}{G}{G}
Steel Leaf Champion
Creature - Elf Knight
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
5 / 4
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{R}
Thud
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Thud deals damage equal to the sacrificed creature's power to any target.
{R}
Thud
Sorcery
As an additional cost to cast this spell, sacrifice a creature.

Thud deals damage equal to the sacrificed creature's power to any target.
{2}{G}{G}
Vine Mare
Creature - Elemental Horse
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Vine Mare can't be blocked by black creatures.
5 / 3
{2}{G}{G}
Vine Mare
Creature - Elemental Horse
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Vine Mare can't be blocked by black creatures.
5 / 3
{2}{G}{G}
Vine Mare
Creature - Elemental Horse
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Vine Mare can't be blocked by black creatures.
5 / 3
{1}{G}
Wildgrowth Walker
Creature - Elemental
Whenever a creature you control explores, put a +1/+1 counter on Wildgrowth Walker and you gain 3 life.
1 / 3
{1}{G}
Wildgrowth Walker
Creature - Elemental
Whenever a creature you control explores, put a +1/+1 counter on Wildgrowth Walker and you gain 3 life.
1 / 3
{1}{G}
Wildgrowth Walker
Creature - Elemental
Whenever a creature you control explores, put a +1/+1 counter on Wildgrowth Walker and you gain 3 life.
1 / 3
{1}{G}
Wildgrowth Walker
Creature - Elemental
Whenever a creature you control explores, put a +1/+1 counter on Wildgrowth Walker and you gain 3 life.
1 / 3
--
Woodland Cemetery
Land
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.

{T}: Add {B} or {G}.
--
Woodland Cemetery
Land
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.

{T}: Add {B} or {G}.
--
Woodland Cemetery
Land
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.

{T}: Add {B} or {G}.
--
Woodland Cemetery
Land
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.

{T}: Add {B} or {G}.

{4}{G}{G}
Carnage Tyrant
Creature - Dinosaur
This spell can't be countered.

Trample, hexproof
7 / 6
{4}{G}{G}
Carnage Tyrant
Creature - Dinosaur
This spell can't be countered.

Trample, hexproof
7 / 6
{1}{B}
Cast Down
Instant
Destroy target nonlegendary creature.
{1}{B}
Cast Down
Instant
Destroy target nonlegendary creature.
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{2}{B}{B}
Ritual of Soot
Sorcery
Destroy all creatures with mana value 3 or less.
{2}{B}{B}
Ritual of Soot
Sorcery
Destroy all creatures with mana value 3 or less.
{2}{B}{B}
Ritual of Soot
Sorcery
Destroy all creatures with mana value 3 or less.