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Creature spells you cast with power 4 or greater cost {2} less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater.
Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
This creature enters with an oil counter on it.
This creature gets +1/+1 for each oil counter on it.
Whenever another creature you control enters, if that creature has greater power or toughness than this creature, put an oil counter on this creature.
Whenever another creature you control enters or dies, if that creature's power is greater than this creature's, put a +1/+1 counter on this creature.
As long as this creature has three or more +1/+1 counters on it, it has trample.
{1}, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
{T}: Add {G}.
Ferocious — {T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater.
Eternalize {2}{G}{G} ({2}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Whenever you cast a creature spell, put a +1/+1 counter on this creature.
When this creature dies, distribute X +1/+1 counters among any number of target creatures you control, where X is the number of +1/+1 counters on this creature.
{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
You may play an additional land on each of your turns.
{4}{G}{G}, {T}: Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
When this creature enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot {2}{G} (You may pay {2}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Deathtouch, indestructible
Rhonas can't attack or block unless you control another creature with power 4 or greater.
{2}{G}: Another target creature gets +2/+0 and gains trample until end of turn.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Landfall — Whenever a land you control enters, you gain 1 life.
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost {1} less to cast.
{2}{G}: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Vigilance, reach, trample
Whenever this creature attacks or blocks, choose one —
• Create a 3/3 green Beast creature token.
• You gain 3 life.
• Draw a card.
Deathtouch
When God-Eternal Rhonas enters, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Trample
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
{1}{G}: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
{G/P}{G/P}, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ({G/P} can be paid with either {G} or 2 life.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, you gain 7 life.
When this creature dies, draw a card.
This spell costs {X} less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Green creature spells you cast cost {1} less to cast.
Whenever you cast a creature spell, target creature you control gets +2/+2 and gains trample until end of turn.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
{1}{G}: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
{3}{G}: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
{G}: Level 2
Permanents you control with counters on them have ward {1}.
{3}{G}: Level 3
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.
Enchant creature
When this Aura enters, 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.)
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Put a +1/+1 counter on target creature you control. It gains reach, trample, hexproof, and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Target player shuffles up to three target cards from their graveyard into their library.
Draw a card.
When this card is put into your graveyard from your library, shuffle your graveyard into your library.
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.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
You may cast creature spells as though they had flash.
+1: Until your next turn, up to one target creature gains vigilance and reach.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.
This land enters 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.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.