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Select Main Deck Cards

{G}
Allosaurus Shepherd
Creature - Elf Shaman
This spell can't be countered.

Green spells you control can't be countered.

{4}{G}{G}: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
1 / 1
{2}{G}{G}
Aluren
Enchantment
Any player may cast creature spells with mana value 3 or less without paying their mana costs and as though they had flash.
{4}{G}{G}
Ancient Greenwarden
Creature - Elemental
Reach

You may play lands from your graveyard.

If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
5 / 7
{8}{G}{G}
Apex Devastator
Creature - Chimera Hydra
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Multiple instances of cascade each trigger separately.)
10 / 10
{1}{G}
Argothian Enchantress
Creature - Human Druid
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.
0 / 1
{X}{G}{G}
Awaken the Woods
Sorcery
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
{X}{G}{G}
Benevolent Hydra
Creature - Hydra
Benevolent Hydra enters the battlefield with X +1/+1 counters on it.

If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.

{T}, Remove a +1/+1 counter from Benevolent Hydra: Put a +1/+1 counter on another target creature you control.
1 / 1
{G}
Berserk
Instant
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.
{1}{G}
Bloom Tender
Creature - Elf Druid
{T}: For each color among permanents you control, add one mana of that color.
1 / 1
{X}{G}{G}
Borrowing the East Wind
Sorcery
Borrowing the East Wind deals X damage to each creature with horsemanship and each player.
--
Boseiju, Who Endures
Legendary Land
{T}: Add {G}.

Channel -- {1}{G}, Discard Boseiju, Who Endures: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.
{2}{G}
Branching Evolution
Enchantment
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.
{G}
Burgeoning
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
{G}
Carpet of Flowers
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
{2}{G}{G}{G}
Cavalier of Thorns
Creature - Elemental Knight
Reach

When Cavalier of Thorns enters the battlefield, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.

When Cavalier of Thorns dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
5 / 6
{1}{G}
Citanul Druid
Creature - Human Druid
Whenever an opponent casts an artifact spell, put a +1/+1 counter on Citanul Druid.
1 / 1
{G}
Concordant Crossroads
World Enchantment
All creatures have haste.
{5}{G}{G}{G}
Craterhoof Behemoth
Creature - Beast
Haste

When Craterhoof Behemoth enters the battlefield, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
5 / 5
{3}{G}
Defense of the Heart
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
{G}
Delighted Halfling
Creature - Halfling Citizen
{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
1 / 2
{3}{G}{G}
Deranged Hermit
Creature - Elf
Echo {3}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Deranged Hermit enters the battlefield, create four 1/1 green Squirrel creature tokens.

Squirrel creatures get +1/+1.
1 / 1
{3}{G}
Doric, Nature's Warden
Legendary Creature - Tiefling Druid
Vigilance

When Doric, Nature's Warden enters the battlefield, search your library for a Forest card, put it onto the battlefield tapped, then shuffle.

Whenever Doric attacks, you may pay {1}{G}. If you do, transform her.
3 / 3
--
Doric, Owlbear Avenger
Legendary Creature - Bird Bear

Vigilance, trample

When this creature transforms into Doric, Owlbear Avenger, other legendary creatures you control get +2/+2 and gain trample until end of turn.

At the beginning of your upkeep, transform Doric.
3 / 3
{4}{G}
Doubling Season
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
{G}
Drop of Honey
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.

When there are no creatures on the battlefield, sacrifice Drop of Honey.
{1}{G}
Earthcraft
Enchantment
Tap an untapped creature you control: Untap target basic land.
{G}{G}
Eladamri, Lord of Leaves
Legendary Creature - Elf Warrior
Other Elf creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

Other Elves have shroud. (They can't be the targets of spells or abilities.)
2 / 2
{3}{G}{G}
Elder Gargaroth
Creature - Beast
Vigilance, reach, trample

Whenever Elder Gargaroth attacks or blocks, choose one --

• Create a 3/3 green Beast creature token.

• You gain 3 life.

• Draw a card.
6 / 6
{1}{G}{G}
Endurance
Creature - Elemental Incarnation
Flash

Reach

When Endurance enters the battlefield, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.

Evoke--Exile a green card from your hand.
3 / 4
{2}{G}{G}
Eureka
Sorcery
Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
{G}
False Mourning
Sorcery
Put target card from your graveyard on top of your library.
{X}{G}{G}
Finale of Devastation
Sorcery
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
{2}{G}
Food Chain
Enchantment
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
{2}{G}{G}
Force of Vigor
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.

Destroy up to two target artifacts and/or enchantments.
--
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}.)
{1}{G}
Forest Bear
Creature - Bear
2 / 2
{1}{G}{G}
Gaea's Avenger
Creature - Treefolk
Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control.
1+* / 1+*
--
Gaea's Cradle
Legendary Land
{T}: Add {G} for each creature you control.
{3}{G}{G}
Greensleeves, Maro-Sorcerer
Legendary Creature - Elemental
Protection from planeswalkers and from Wizards

Greensleeves, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.

Landfall -- Whenever a land enters the battlefield under your control, create a 3/3 green Badger creature token.
* / *
{2}{G}
Growing Rites of Itlimoc
Legendary Enchantment
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
--
Itlimoc, Cradle of the Sun
Legendary Land

(Transforms from Growing Rites of Itlimoc.)

{T}: Add {G}.

{T}: Add {G} for each creature you control.
{1}{G}
Heavy Fog
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step.

Prevent all damage that would be dealt to you this turn by attacking creatures.
{1}{G}
Hermit Druid
Creature - Human Druid
{G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
1 / 1
{2}{G}
Hunting Cheetah
Creature - Cat
Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, put it into your hand, then shuffle.
2 / 3
{2}{G}
Ice Storm
Sorcery
Destroy target land.
{2}{G}{G}
Ifh-Bíff Efreet
Creature - Efreet
Flying

{G}: Ifh-Bíff Efreet deals 1 damage to each creature with flying and each player. Any player may activate this ability.
3 / 3
{G}{G}{G}{G}{G}{G}{G}{G}
Khalni Hydra
Creature - Hydra
This spell costs {G} less to cast for each green creature you control.

Trample
8 / 8
{4}{G}
Lady Zhurong, Warrior Queen
Legendary Creature - Human Soldier Warrior
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
4 / 3
{6}{G}{G}
Last March of the Ents
Sorcery
This spell can't be countered.

Draw cards equal to the greatest toughness among creatures you control, then put any number of creature cards from your hand onto the battlefield.
{2}{G}{G}
Living Plane
World Enchantment
All lands are 1/1 creatures that are still lands.
{4}{G}{G}
Mana Reflection
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead.
{1}{G}
Marshaling the Troops
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
{2}{G}{G}
Master of the Hunt
Creature - Human
{2}{G}{G}: Create a 1/1 green Wolf creature token named Wolves of the Hunt. It has "bands with other creatures named Wolves of the Hunt." (Any creatures named Wolves of the Hunt can attack in a band as long as at least one has "bands with other creatures named Wolves of the Hunt." Bands are blocked as a group. If at least two creatures named Wolves of the Hunt you control, one of which has "bands with other creatures named Wolves of the Hunt," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
2 / 2
{3}{G}{G}
Meng Huo, Barbarian King
Legendary Creature - Human Barbarian Soldier
Other green creatures you control get +1/+1.
4 / 4
{G}
Mirri's Guile
Enchantment
At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.
{2}{G}{G}
Natural Order
Sorcery
As an additional cost to cast this spell, sacrifice a green creature.

Search your library for a green creature card, put it onto the battlefield, then shuffle.
{G}
Natural Selection
Instant
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
{2}{G}
Nissa, Resurgent Animist
Legendary Creature - Elf Scout
Landfall -- Whenever a land enters the battlefield under your control, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
3 / 3
{2}{G}{G}
Norwood Priestess
Creature - Elf Druid
{T}: You may put a green creature card from your hand onto the battlefield. Activate only during your turn, before attackers are declared.
1 / 1
{6}{G}
Nylea's Colossus
Enchantment Creature - Giant
Constellation -- Whenever Nylea's Colossus or another enchantment enters the battlefield under your control, double target creature's power and toughness until end of turn.
6 / 6
{4}{G}{G}{G}
Nyxbloom Ancient
Enchantment Creature - Elemental
Trample

If you tap a permanent for mana, it produces three times as much of that mana instead.
5 / 5
{5}{G}{G}
Old Gnawbone
Legendary Creature - Dragon
Flying

Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
7 / 7
{3}{G}
Parallel Lives
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
{4}{G}{G}
Pathbreaker Ibex
Creature - Goat
Whenever Pathbreaker Ibex attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.
3 / 3
{2}{G}{G}
Pixie Queen
Creature - Faerie
Flying

{G}{G}{G}, {T}: Target creature gains flying until end of turn.
1 / 1
{6}{G}{G}
Polyraptor
Creature - Dinosaur
Enrage -- Whenever Polyraptor is dealt damage, create a token that's a copy of Polyraptor.
5 / 5
{G}{G}
Powerleech
Enchantment
Whenever an artifact an opponent controls becomes tapped or an opponent activates an artifact's ability without {T} in its activation cost, you gain 1 life.
{4}{G}
Primal Vigor
Enchantment
If one or more tokens would be created, twice that many of those tokens are created instead.

If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
{1}{G}
Prismatic Omen
Enchantment
Lands you control are every basic land type in addition to their other types.
{2}{G}{G}
Razorclaw Bear
Creature - Bear
Whenever Razorclaw Bear becomes blocked, it gets +2/+2 until end of turn.
3 / 3
{2}{G}
Riding the Dilu Horse
Sorcery
Target creature gets +2/+2 and gains horsemanship. (It can't be blocked except by creatures with horsemanship. This effect lasts indefinitely.)
{2}{G}{G}
Scapeshift
Sorcery
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
{3}{G}{G}
Seedborn Muse
Creature - Spirit
Untap all permanents you control during each other player's untap step.
2 / 4
{3}{G}
Singing Tree
Creature - Plant
{T}: Target attacking creature has base power 0 until end of turn.
0 / 3
{2}{G}{G}
Slashing Tiger
Creature - Cat
Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn.
3 / 3
{1}{G}
Steely Resolve
Enchantment
As Steely Resolve enters the battlefield, choose a creature type.

Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
{1}{G}
Survival of the Fittest
Enchantment
{G}, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
{1}{G}
Sylvan Library
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
{G}
Sylvan Paradise
Instant
One or more target creatures become green until end of turn.
{G}
Sylvan Tutor
Sorcery
Search your library for a creature card, reveal it, then shuffle and put that card on top.
{2}{G}
Taoist Hermit
Creature - Human Mystic
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
2 / 2
{2}{G}
Taoist Mystic
Creature - Human Mystic
Taoist Mystic can't be blocked by creatures with horsemanship.
2 / 2
{1}{G}{G}
Taunting Challenge
Sorcery
All creatures able to block target creature this turn do so.
{7}{G}{G}
The Great Henge
Legendary Artifact
This spell costs {X} less to cast, where X is the greatest power among creatures you control.

{T}: Add {G}{G}. You gain 2 life.

Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
{4}{G}
Timber Protector
Creature - Treefolk Warrior
Other Treefolk creatures you control get +1/+1.

Other Treefolk and Forests you control have indestructible.
4 / 6
{2}{G}
Trained Cheetah
Creature - Cat
Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn.
2 / 2
{2}{G}{G}
Triumph of the Hordes
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
{2}{G}
Typhoon
Sorcery
Typhoon deals damage to each opponent equal to the number of Islands that player controls.
{4}{G}{G}
Vorinclex, Monstrous Raider
Legendary Creature - Phyrexian Praetor
Trample, haste

If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.

If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
6 / 6
{2}{G}{G}
Willow Satyr
Creature - Satyr
You may choose not to untap Willow Satyr during your untap step.

{T}: Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped.
1 / 1
{6}{G}{G}
Wolf Pack
Creature - Wolf
You may have Wolf Pack assign its combat damage as though it weren't blocked.
7 / 6
{3}{G}
Wood Elemental
Creature - Elemental
As Wood Elemental enters the battlefield, sacrifice any number of untapped Forests.

Wood Elemental's power and toughness are each equal to the number of Forests sacrificed as it entered the battlefield.
* / *
--
Yavimaya Hollow
Legendary Land
{T}: Add {C}.

{G}, {T}: Regenerate target creature.
{3}{G}
Zodiac Horse
Creature - Horse
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
3 / 3
{3}{G}
Zodiac Ox
Creature - Ox
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
3 / 3
{G}
Zodiac Rabbit
Creature - Rabbit
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
1 / 1
{1}{G}
Zodiac Rooster
Creature - Bird
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
2 / 1
{2}{G}{G}
Zodiac Tiger
Creature - Cat
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
3 / 4
{1}{G}{G}
Zuo Ci, the Mocking Sage
Legendary Creature - Human Advisor
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Zuo Ci, the Mocking Sage can't be blocked by creatures with horsemanship.
1 / 2