Thunderstaff Archmage1RR
Creature – Human Shaman 1R,T: Thunderstaff Archmage deals 2 damage to target creature or player. R,T: Thunderstaff Archmage deals 3 damage to target creature or player. Activate this ability only if Thunderstaff Archmage is equipped. 2/2
Yelling Hellspawn3RR
Creature - Elemental Horror {R}
Intimidate
When Yelling Hellspawn enters or leaves the battlefield, creatures you control get +2/+0 and gain haste until end of turn.
3/2
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:symur:Izzet League Gizmometrologist, Magmahest Division, Chm.:symur:
Clawfoot Darba3G
Creature - Bird Beast G,T: Clawfoot Darba fights target creature. If that creature dies this turn, put a +1/+1 counter on Clawfoot Darba. "If it ain't the claws, it's the beak. If it ain't the beak, it's the teeth. If it ain't the teeth, it's the fact that there's a giant bird chasing you through the underbrush." - Brusseg, Elfhunter
3/3
Duskmoss2GG Creature - Fungus
Protection from black Landfall - Whenever a land enters the battlefield under your
control, put a +1/+1 counter on Duskmoss for each swamp
target player controls.
2/2
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Quote from Seth Dracovitch »
If I could "like" or "upvote" you right now, I would.
Quote from Boing »
Into the Maw of Hell is a name so awesome, it deserves its own song.
It would be about a world of brown spikes and red fire, where men fight and scream and become blurry masses. Then it would change to somber, we learn that this glorious place exists only in Raymond Swanland's head. To visit it, you must enter the maw of Hell itself.
Hollowwood Creeper2G
Creature – Treefolk Spirit
Intimidate
When Hollowwood Creeper enters the battlefield, sacrifice it unless you sacrifice a Forest. 4/3
Jumping Roots Land Creature - Elemental t: Add 1 to your mana pool. 3G: Jumping Roots gets +2/+2 until end of turn. Activate
this ability only once each turn.
1/1
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Quote from Seth Dracovitch »
If I could "like" or "upvote" you right now, I would.
Quote from Boing »
Into the Maw of Hell is a name so awesome, it deserves its own song.
It would be about a world of brown spikes and red fire, where men fight and scream and become blurry masses. Then it would change to somber, we learn that this glorious place exists only in Raymond Swanland's head. To visit it, you must enter the maw of Hell itself.
Overgrown Ancient3GG
Creature – Elemental
Hexproof Landfall – Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on Overgrown Ancient.
At the beginning of your upkeep, you may move any number of +1/+1 counters from Overgrown Ancient onto other creatures. 0/4
Sorcery
Target creature gets +3/+0 and gains haste until end of turn.
Ravewave 2RR
Instant
~ deals 4 damage to all creatures and opponents. ~ deals 6 damage to you.
Enchantment -- Aura
Enchant Creature
Whenever a creature deals damage to enchanted creature, Searing Skin deals 2 damage to that creature.
Whenever a noncreature source deals damage to enchanted creature, Searing Skin deals 2 damage to that source's controller.
Creature – Human Shaman
1R,T: Thunderstaff Archmage deals 2 damage to target creature or player.
R,T: Thunderstaff Archmage deals 3 damage to target creature or player. Activate this ability only if Thunderstaff Archmage is equipped.
2/2
Creature - Elemental
Haste, Indestructible
Whenever ~ deals combat damage to a creature or opponent, ~ deals 2 damage to it's owner.
4/1
Creature- Lizard {U}
When Vent Lizard's power is 3 or greater, sacrifice it.
R: Vent Lizard gets +1/+0 until end of turn.
0/1
Creature - Elemental
1S,T, Sacrifice an artifact: Winterflame Elemental deals three damage to target nonsnow creature.
2/2
Thanks to Nezumi for the banner!
Creature - Elemental Horror {R}
Intimidate
When Yelling Hellspawn enters or leaves the battlefield, creatures you control get +2/+0 and gain haste until end of turn.
3/2
Creature – Human Berserker
Flying, haste
At the beginning of the end step, sacrifice Zeppelin Brigade.
4/1
Green next!
Enchantment - Aura
Enchant land
Enchanted land is a Plains, Island, Swamp, Mountain, and Forest.
Sorcery (U)
Destroy target tapped artifact, creature, or land.
Creature - Bird Beast
G,T: Clawfoot Darba fights target creature. If that creature dies this turn, put a +1/+1 counter on Clawfoot Darba.
"If it ain't the claws, it's the beak. If it ain't the beak, it's the teeth. If it ain't the teeth, it's the fact that there's a giant bird chasing you through the underbrush." - Brusseg, Elfhunter
3/3
Creature - Fungus
Protection from black
Landfall - Whenever a land enters the battlefield under your
control, put a +1/+1 counter on Duskmoss for each swamp
target player controls.
2/2
Instant
Put two +1/+1 counters on each creature you control.
Instant
Search your library for a basic land card and put it into play tapped.
Draw a card.
Creature - Insect (R)
Flying
:symtap:: Add to your mana pool one mana of any type that a permanent you control could produce.
1/1
Creature – Treefolk Spirit
Intimidate
When Hollowwood Creeper enters the battlefield, sacrifice it unless you sacrifice a Forest.
4/3
Instant (U)
Target player gets two poison counters.
Land Creature - Elemental
t: Add 1 to your mana pool.
3G: Jumping Roots gets +2/+2 until end of turn. Activate
this ability only once each turn.
1/1
Creature-Kavu
G: Regenerate.
When Kavu Elder enters the battlefield, return target green creature you control to it's owner's hand.
3/2
Creature - Elf Scout
Reach
G,T: Tap target creature with flying.
1/1
Sorcery
Destroy target land.
Morbid - If a creature died this turn destroy two target lands instead.
Sorcery
Put three green 1/1 Snake creature tokens with deathtouch onto the battlefield.
Creature – Elemental
Hexproof
Landfall – Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on Overgrown Ancient.
At the beginning of your upkeep, you may move any number of +1/+1 counters from Overgrown Ancient onto other creatures.
0/4
Creature - Beast
Hexproof
Cycling 2
2/1