Deck #18721
Basic Land Style
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This spell can't be countered.
Green spells you control can't be countered.
: 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.
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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.)
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: Untap target Forest.
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Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Creatures you control have reach.
Sacrifice Assemble the Entmoot: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
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Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
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Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Vigilance
: Add an amount of equal to the greatest power among creatures you control.
Sacrifice Bighorner Rancher: You gain life equal to the greatest toughness among other creatures you control.
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: Add .
Channel — , 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 less to activate for each legendary creature you control.
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Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
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Other Elves you control get +1/+1.
: Add .
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Castle Garenbrig enters the battlefield tapped unless you control a Forest.
: Add .
, : Add six . Spend this mana only to cast creature spells or activate abilities of creatures.
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: Add for each creature you control.
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Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander
Equip
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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.
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Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When Cultivator Colossus enters the battlefield, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
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, : Double the amount of each type of unspent mana you have.
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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.
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Reach (This creature can block creatures with flying.)
Landfall — Whenever a land you control enters, create a 1/1 green Elf Warrior creature token.
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Create a 1/1 green Elf Warrior creature token for each Elf you control.
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Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
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Whenever one or more other Elves enter the battlefield under your control, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn.
: Elves you control get +2/+2 and gain deathtouch until end of turn.
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Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
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Landfall — Whenever a land enters the battlefield under your control, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize ( , 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.)
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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.
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+2 Create a 1/1 green Elf Druid creature token with " : Add ."
-2 Destroy target artifact or enchantment.
-6 Draw a card for each green creature you control.
Freyalise, Llanowar's Fury can be your commander.
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: Add for each creature you control.
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Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures.
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Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
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Trample
When Ghalta, Stampede Tyrant enters the battlefield, put any number of creature cards from your hand onto the battlefield.
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Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
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Shroud (This enchantment can't be the target of spells or abilities.)
: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
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: 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.)
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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.)
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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.
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If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional .
: Put a +1/+1 counter on each creature you control.
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: Add .
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You may play an additional land on each of your turns.
, : 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.
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If you tap a permanent for mana, it produces twice as much of that mana instead.
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Whenever another Elf enters the battlefield under your control, put a +1/+1 counter on Marwyn, the Nurturer.
: Add an amount of equal to Marwyn's power.
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Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Mosswort Bridge enters the battlefield tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
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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.
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Whenever you tap a Forest for mana, add an additional .
+1 Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
-8 You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
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: Add .
, : Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
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Nyx Lotus enters the battlefield tapped.
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
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Trample
If you tap a permanent for mana, it produces three times as much of that mana instead.
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You don't lose unspent green mana as steps and phases end.
Omnath, Locus of Mana gets +1/+1 for each unspent green mana you have.
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Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
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: Add for each Elf on the battlefield.
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Trample
Landfall — Whenever a land enters the battlefield under your control, you may create a 4/4 green Beast creature token.
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You have no maximum hand size.
: Add .
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Untap all permanents you control during each other player's untap step.
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Whenever another creature enters the battlefield, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
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Shifting Woodland enters the battlefield tapped unless you control a Forest.
: Add .
Delirium — : Shifting Woodland becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.
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Trample
Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures.
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Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
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Equipped creature gets +X/+X, where X is the number of Forests you control.
Whenever equipped creature attacks, create a 1/1 green Forest Dryad land creature token. (It's affected by summoning sickness.)
Equip
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Trample
Other creatures you control have trample.
Whenever another nontoken creature enters the battlefield under your control, put a +1/+1 counter on it. It gains haste until end of turn.
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Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip
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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.
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Choose an opponent. You and that player each create an X/X green Treefolk creature token.
Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
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Whenever Tanuki Transplanter or equipped creature attacks, add an amount of equal to its power. Until end of turn, you don't lose this mana as steps and phases end.
Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . 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.
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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.)
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Trample
Whenever you tap a land for mana, add one mana of any type that land produced.
Whenever an opponent taps a land for mana, that land doesn't untap during its controller's next untap step.
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At the beginning of your end step, untap all lands you control.
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Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
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At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf enters the battlefield under your control, you gain life equal to its toughness.
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Each land is a Forest in addition to its other land types.
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Flash (You may cast this spell any time you could cast an instant.)
You may cast green creature spells as though they had flash.
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, , Put a verse counter on Yisan, the Wanderer Bard: Search your library for a creature card with mana value equal to the number of verse counters on Yisan, put it onto the battlefield, then shuffle.
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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.
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Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel, Hunger Dominus. ( can be paid with either or 2 life.)
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