Figured it would be easier to review my set if it was done by color, one at a time. Today I bring you Green. The Names are mostly temporary and depends on what kind of art I can find for them. Same goes for creature types obviously. Please help me with my set
Green
Passionate Rampage GGG Enchantment All creatures gets +4/+4
Elf of Fertility G Creature - Elf Druid T: Add one mana of any color to your mana pool. 0/1
Induce calmness 2G Enchantment Enchantments cannot be countered by spells or abilities Draw a card
Merriam, the Bountiful 1GG Creature - Legendary Elf shaman Forestwalk Merriam, the Bountiful gets +1/+1 for each enchantment you control 2/2
Merriams Garden G Enchantment At the beginning of your upkeep, put a counter on Merriams Garden At the beginning of your main phase, add G to your mana pool for each counter on Merriams Garden
Saqqara, the Queen of the Serpents 3GG Creature - Legendary Shapeshifter : Put a Wood Counter on target Creature. All Creatures with Wood counters on them are basic forests 3/3
Herd of Bisons 5GG Instant Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Put a 4/4 Bison token into play for spell played this turn
Fertile Field 4G Sorcery Put a 1/1 green saproling token into play for each land you control
Seeds of Merriam 1GG Instant Search your library for creatures with a total casting cost of 6 and put them in your hand "One day you will reap the benefits from all this hard work" - Merriam, the Bountiful
Sound of the Bison 4GG Sorcery Target opponent searches your library and reveals a creature card. Choose one, put the revealed creature into play or search your library for up to 3 creatures with the same name and put them into your hand
Bed of Thorns 1GG Enchantment Whenever a creature attacks you Bed of Thorns deals 1 damage to that creature
Line Storm 3GG Sorcery Line Storm deals 4 damage to each creature with flying
Field of Bisons 2GG Enchantment :2mana::symg::symg:: Put a 3/3 green Bison token into play
Shaman of the Woods 1GG Creature - Elf Shaman Sacrifice Shaman of the Woods: Sacrifice up to 3 creatures then put an equal amount of +2/+2 counters on target creature 2/3
Pine Bear GG Creature - Bear When Pine Bear comes into play, move all auras that could enchant Pine Bear onto Pine Bear 2/2
Purify the woods 3G Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Instant Destroy a target enchantment or artifact for each spell played this turn
Wing Snare <Em>2G</m>*Reprint* Sorcery Destroy target creature with flying
Coat of thorns 2GG Enchantment - Aura Enchanted creature gets +1/+1 for each land in your graveyard
Growth of the pines 3G Sorcery Return two target green cards from you graveyard to your hand
Forest spider 2G Creature - Spider :1mana::symg::symtap:: Forest Spider deals 2 damage to target creature with flying 1/2
Ambush of the Bisons 1GG Instant Ambush of the Bisons deals X damage to target attacking or blocking creature, where X is the amount of green creatures you control "Considering how loud they are I'm suprised anyone can be ambush by them" - Elf saying
Stampeeding Bison<Em>2GG</m> Creature - Bison Trample When Stampeeding Bison comes into play, draw a card 3/3
Rampant Bison 3G Creature - Bison Trample 3/3
Squamata 1GG Creature - Lizard 3/4
Aachen's Wurm 7G Creature - Wurm Bound (Whenever you play this spell, pay 1 less for each spell played this turn) 6/6
Disciple of Merriam 1GG Creature - Elf Druid :symg::symtap:: Target creature gets +2/+2 until end of turn 1/1
Epidemic Growth 1G Sorcery Search your library for a basic land card and put it into play, if you control fewer lands than target opponent instead search your library for two basic land cards and put them into play.
Thorny Hound 1G Creature - Hound 2/2
Silt Crawler 2G *Reprint* Creature - Beast When Silt Crawler comes into play, tap all lands you control 3/3
Ivy Bison 4GG Creature - Bison Forest walk 4/5
Sleeping Cheetah 1G Creature - Cat Trample 2/1
Mirrams Farmer G Creature - Elf Farmer 1/1
Strength of Thorns 1G Instant Target creature gets +2/+2 for each green mana spent playing Strength of Thorns
Warrior of the Woods GG Creature - Elf Warrior You can’t play Warrior of the Woods unless you control an enchantment 3/3
Hidden Spider 2G Creature - Spider You may play Hidden Spider anytime you could play an instant Hidden Spider can block creatures as though it had flying 1/4
Caiman 2GGG Creature - Reptile Bound (Whenever you play this spell, pay 1 less for each spell played this turn) 5/4
Healer of the Woods 3G Healer of the Woods comes into play with 3 counters on it Remove a counter from Healer of the Woods: Target creature gets +1/+1 until end of turn 1/4
Swamp Toad 2G Creature - Toad Swampwalk 2/2
Spinyback Orbweaver 2G Creature - Spider Spinyback Orbweaver may block as if it had flying :1mana::symg:: Spinyback Orbweaver gains +1/+1 until end of turn. Play this ability only twice each turn 1/3
Pulse of the Land G Instant Target creature gets +X/+X until end of turn, where X is the amount of enchantments you control.
Pack of Wolves 3G Creature - Wolf When Pack of Wolves comes into play you may pay :1mana::symg:, if you do search your library for a card named Pack of Wolves and put it into your hand. 3/3
Armour of bark 1G Enchantment - Aura Enchanted creature gains +3/+3 and trample
Gift of the Land G Enchantment - Aura Enchanted creature gains “: Add to your mana pool”
Harvester of the Land 2G Creature - Elf Farmer When Harvester of the Land comes into play, reveal your library. Target opponent chooses a basic land card from your library. Put the revealed land card into your hand 2/2
Strength of the Wolves 4G Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Instant Target creature gets +1/+1 until end of turn for each spell played this turn
Passionate Rampage GGG Enchantment All creatures gets +4/+4
Broken. How can you compress four Glorious Anthems onto one single three-mana card? Sure, it costs GGG, but that's payable on turn 4-5 the latest, and it literally wins the game and you don't even need Seshiro the Anointed or Coat of Arms themes to do it. It's better than Overrun, and that costs 5 mana.
Elf of Fertility G Creature - Elf Druid T: Add one mana of any color to your mana pool. 0/1
Meh. Utopia Tree and Utopia Sprawl were more interesting ideas, and BoP doesn't really need to be replaced. The flying is far more interesting than you think. Still, this would be played, and is a nice creature for budget players if it's not a rare.
Induce calmness 2G Enchantment Enchantments cannot be countered by spells or abilities Draw a card
"Induce calmness" is a sophomoric phrase that doesn't sound very... Magic. Also, an enchantment with a simple "Draw a card"... doesn't do anything. The cantrip suggests that this ability actually costs only a single green mana without the cantrip, which I agree with. It might be useful in Enchantress, but it also eats up the important 3-mana slot (used for Presence and the enchantresses themselves beside the Argothian). Costing 3 mana also makes it harder to slip under counterwalls, and if that is the sole purpose than Defense Grid and Xanthid Swarm with their better evasive abilities are more likely to resolve. Resolving is probably worth more than the extra card from the cantrip. It's not very useful elsewhere... but that's ok. Retemplated:
Great Calm2G Enchantment
When Great Calm comes into play, draw a card.
Enchantment spells can't be countered by spells or abilities.
Merriam, the Bountiful 1GG Creature - Legendary Elf shaman Forestwalk Merriam, the Bountiful gets +1/+1 for each enchantment you control 2/2
It's Yavimaya Enchantress, although you seem to have forgotten that nowadays legendary creatures look like "Legendary Creature - Elf Shaman" and not the other way around. Also, don't leave out the periods at the end of good sentences.
Merriams Garden G Enchantment At the beginning of your upkeep, put a counter on Merriams Garden At the beginning of your main phase, add G to your mana pool for each counter on Merriams Garden
And here the apostrophes are missing. What kind of counter are you putting on, also? This is a much better mana accelerator than Llanowar Elves, but it doesn't beat down. However, neither did Aether Vial, and that was also broken. Anyway, this might cause mana burn, similar to Braid of Fire, but it's not even restricted to the upkeep. It is a bit slower than the Vineyard for pure mana, but it snowballs and is scary with Demonfire or something after you empty your hand. Of course, by itself it does nothing... You can template it similar to Braid of Fire except trigger it in the precombat main phase (yes, there are two main phases in a normal turn) or do it like Eladamri's Vineyard. If so, retemplate:
Merriam's Garden G Enchantment At the beginning of your upkeep, put a charge counter on Merriam's Garden. At the beginning of your precombat main phase, add G to your mana pool for each charge counter on Merriam's Garden.
Saqqara, the Queen of the Serpents 3GG Creature - Legendary Shapeshifter : Put a Wood Counter on target Creature. All Creatures with Wood counters on them are basic forests 3/3
You don't need to capitalize counter names. While turning creatures into permanent mana sources is exquisitely green, a 3GG Visara imitation in a color that normally never gets straight removal is too powerful. No, a forest does not make up for losing a creature. That's its strength, but it might be too strong. I would say 3GG, T might be a fair cost, but that removes your ability to use it for good mana acceleration. If you want it to be really flexible and not just powerful, then it should cost something like 7 mana... then the tap ability can be free.
Herd of Bisons 5GG Instant Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Put a 4/4 Bison token into play for spell played this turn
So it imitates Storm and Affinity. Hunting Pack was less broken. I suggest this cost more and use the Storm keyword.
Fertile Field 4G Sorcery Put a 1/1 green saproling token into play for each land you control
It's no Beacon of Creation, but it's fair for non-Forest decks. Nothing much to say except for capitalization and punctuation (really... Magic cards all have a certain standard and aren't just random ideas put onto paper or bulletin boards).
Seeds of Merriam 1GG Instant Search your library for creatures with a total casting cost of 6 and put them in your hand "One day you will reap the benefits from all this hard work" - Merriam, the Bountiful
Remember, tutor effects: REVEAL+SHUFFLE. Plus, creatures only exist in play and not in your library. I don't know if a Protean Hulk without the free putting-into-play is broken or not, but usually this will get you a lot of card advantage (certainly above Counsel of the Soratami or Compulsive Research's +2-1 or +3-2). Since that is the case, and green isn't big on sorcery-based card drawing, this should probably cost more. 4G sounds like a fair compromise without being too green-intensive (more combo possibilities) or too early (less brokenness). At 4G, it can even justify a to-hand tutor effect being an instant. Overall, I suggest:
Seeds of Merriam 1GG Instant Search your library for any number of creature cards with total converted mana cost 6 or less, reveal those cards, and put them into your hand. Then shuffle your library.
Sound of the Bison 4GG Sorcery Target opponent searches your library and reveals a creature card. Choose one, put the revealed creature into play or search your library for up to 3 creatures with the same name and put them into your hand
No shuffle again. Now, this actually seems overcosted unless there is only one truly powerful creature in your deck and no other small creatures. It would be costed just right if the only things in your deck are named Akroma, Angel of Wrath. Otherwise, it's a bit suck, but the option is nice (if still useless when they reveal a Llanowar Elves). Anyway, if they "search" your library, they can fail to find a card. Yes, not many players know this little fact, but if they search, they can fail to find anything. That would make you very sad. So, don't use the word "search" if you want your opponent to do something. Now, retemplating based on Guided Passage:
Sound of the Bison 4GG Sorcery Reveal the cards in your library. Target opponent chooses from among them a creature card. Then, you may the chosen creature card into play or search your library for up to three creature cards with the same name, reveal those cards, and put them into your hand. Then shuffle your library.
Uncommons
Bed of Thorns 1GG Enchantment Whenever a creature attacks you Bed of Thorns deals 1 damage to that creature
Not green at all. I can't justify this in green anymore, even though it may sound green and some effects like these have been green in the past, now this effect is red and white and, once in a blue moon, black. See Powerstone Minefield. Of course, Caltrops does it too, but artifacts are a whole paradigm of their own.
Line Storm 3GG Sorcery Line Storm deals 4 damage to each creature with flying
Probably the only worthly flying-hosers in Magic history were Arashi, that Onslaught block Spider, and Hurricane. This doesn't even come close. It also seems ridiculous to make something almost strictly worse than Gale Force, but there you go.
Field of Bisons 2GG Enchantment :2mana::symg::symg:: Put a 3/3 green Bison token into play
I don't know what you got for Bisons, but to me they are merely Beasts. Anyway, it's cheaper than Centaur Glade, and it shouldn't be. Please follow the standards for templating token creation.
Shaman of the Woods 1GG Creature - Elf Shaman Sacrifice Shaman of the Woods: Sacrifice up to 3 creatures then put an equal amount of +2/+2 counters on target creature 2/3
It's never "3 creatures" and always "three creatures." +2/+2 counters are also bad when 90% or more of recent cards that use +X counters use +1/+1 counters. 2/3 for 1GG are usually worthless, and this isn't an exception. Yes, Bloodthirst was good, but Bloodthirst was free. If Bloodthirst involved sacrificing your creatures, the you would be very sad when a Dark Banishing or Unsummon comes along. Retemplate:
Shaman of the Woods 1GG Creature - Elf Shaman Sacrifice Shaman of the Woods: Sacrifice up to three creatures, then put X +1/+1 counters on target creature, where X is twice the number of creatures sacrificed this way. 2/3
Pine Bear GG Creature - Bear When Pine Bear comes into play, move all auras that could enchant Pine Bear onto Pine Bear 2/2
The name doesn't suggest anything remotely close to enchanting. Oh well. At first I thought it let you play an Aura for free, but then I realize it just sucks in Auras already in play. It's more balanced that way, but it's also underpowered. If you already have Auras in play, rearrange them doesn't really do anything most of the time. Depending on your opponent to play things that make your cards better isn't really a good idea, especially depending on a rarer card type like Auras. Still, the bear does what it says...
Purify the woods 3G Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Instant Destroy a target enchantment or artifact for each spell played this turn
You can't actually "pay 1 less." Things just cost 1 less, and then you pay less simply because you pay a lesser mana cost. Somehow I think you should use the Storm template or modify it a bit. Anyway, this isn't terribly broken, and it isn't terribly useful either if you need quick Naturalizes. If you want a mass naturalize, then Serenity, Purify, or something of the sort (Pernicious Deed?) would be more useful. This fits only in between and require circumstances to line up just right for you to do mass removal. It doesn't even have any bonuses normally like Seed Spark, so it probably won't be maindecked.
Wing Snare <Em>2G</m>*Reprint* Sorcery Destroy target creature with flying
As horrible as the day it was printed. Still, it gets rid of those pesky Akroma, Angel of Wrath...
Coat of thorns 2GG Enchantment - Aura Enchanted creature gets +1/+1 for each land in your graveyard
Terravore only costs 1GG, so this shouldn't cost more. Also, "land cards," and Auras need a line of text telling them what they could enchant. Like, "Enchant creature."
Growth of the pines 3G Sorcery Return two target green cards from you graveyard to your hand
"your," and it's a bit broken. You don't want people chaining these, so include a line of self-removing like Restock (actually, it's not really needed, but it's just a minor guideline you may or may not follow). 3G still seems cheap... but I guess compared to Revive it's not broken. 2GG would be a wiser cost, imho.
Forest spider 2G Creature - Spider :1mana::symg::symtap:: Forest Spider deals 2 damage to target creature with flying 1/2
Please remember the comma between the mana cost and the tap symbol. Otherwise, this seems balanced if a bit strange and not-very-useful. Unlike Wing Snare or Matsu-Tribe Sniper, it doesn't kill/stop an Air Elemental or an Akroma. Unlike bigger anti-flying cards, it doesn't destroy a mass of flyers. All it does is act as a 1/2 for three mana (horrible) or 1G, T: 2 damage to a flyer, which is STILL horrible. If this were a 2/3, 1/4, or even 1/5 creature, it would be more playable, if restricted to limited formats.
Ambush of the Bisons 1GG Instant Ambush of the Bisons deals X damage to target attacking or blocking creature, where X is the amount of green creatures you control "Considering how loud they are I'm suprised anyone can be ambush by them" - Elf saying
I don't know why you keep bleeding white abilities into green. There's nothing to justify this. If you replace "Bisons" with "Soldiers," you'll see just how white it is.
Stampeeding Bison<Em>2GG</m> Creature - Bison Trample When Stampeeding Bison comes into play, draw a card 3/3
No, it's not broken, but it's also too good for the power level (same reason why we don't make a 2/2 for 1R without drawbacks). Kavu Climber is the standard here.
Commons
Rampant Bison 3G Creature - Bison Trample 3/3
Squamata 1GG Creature - Lizard 3/4
Aachen's Wurm 7G Creature - Wurm Bound (Whenever you play this spell, pay 1 less for each spell played this turn) 6/6
Being a creature makes it balanced since it's hard to find many 0-cost spells, so this rarely requires less than 8 mana sources to play. Not very exciting, and certainly no Siege Wurm.
Viridian Zealot was rare... and a 1/2 FLYER for 1G shouldn't be common either. The ability is quite versatile, but the 1/2 flying body is confused in a color mostly about beatdown. I guess this disjunction in form and function makes it less useful than other cards, but it still doesn't feel like a common.
Disciple of Merriam 1GG Creature - Elf Druid :symg::symtap:: Target creature gets +2/+2 until end of turn 1/1
Closest comparable creatures are Nantuko Disciple, Deepwood Drummer, and Ghost-Lit Nourisher. I guess this fits the niche between the three. It's good at screwing up combat math... and that's all it does. These types of creatures may look nice to fill up the green slot with, and they kinda work in limited, but nobody ever play the in constructed. Creature dependencies just scream for a removal spell to wipe out what you set up.
Epidemic Growth 1G Sorcery Search your library for a basic land card and put it into play, if you control fewer lands than target opponent instead search your library for two basic land cards and put them into play.
Forgetting the shuffle again. Anyway, in normal mode it's better than Rampant Growth, and in Tithe mode it's better than Kodama's Reach or Gift of Estates. I don't see what's "Epidemic" about it either, since "Epidemic" refers to a spreading contagion/disease, not something you associate with growing plants. I suggest:
Striving Growth 2G Sorcery Search your library for a basic land card and put that card into play tapped. If you control fewer lands than target opponent, search your library for another basic land card and put that card into play tapped. Then shuffle your library.
Thorny Hound 1G Creature - Hound 2/2
It's in a better tribe than Bear, but not by much.
Silt Crawler 2G *Reprint* Creature - Beast When Silt Crawler comes into play, tap all lands you control 3/3
Ivy Bison 4GG Creature - Bison Forest walk 4/5
Severely underpowered. For six mana green can do more spectacular things than a sometimes-unblockable 4/5. Still, it's common, but I believe commons should be useful and not just fillers. Green isn't the 3/3 for five mana color, and it shouldn't be the 4/5 for six mana color either.
Sleeping Cheetah 1G Creature - Cat Trample 2/1
Mirrams Farmer G Creature - Elf Farmer 1/1
Strength of Thorns 1G Instant Target creature gets +2/+2 for each green mana spent playing Strength of Thorns
A very interesting expansion on X-costs, Sunburst, and/or the Ravnica bleed spells. One of the few cards that actually doesn't get strictly worse under a Sphere of Resistance. +4/+4 for two mana is actually standard, and +2/+2 for two mana substandard, but the option to play it for either 1G or GG makes it different, and the instant speed makes it playable. Retemplate:
Strength of Thorns 1G Instant Target creature gets +2/+2 for each G spent to play Strength of Thorns.
Warrior of the Woods GG Creature - Elf Warrior You can’t play Warrior of the Woods unless you control an enchantment 3/3
I don't see the connection between Woods and enchantment... but there it is. Not terrible exciting or good since Watchwolf exists, but it is better than the standard Elvish Warrior if you manage to get it into play. That might be difficult considering how one-mana enchantments are horrible... but you made that Vineyard imitation...
Hidden Spider 2G Creature - Spider You may play Hidden Spider anytime you could play an instant Hidden Spider can block creatures as though it had flying 1/4
The templating is all wrong for a spider. This creature would have Flash now. It's strictly better than Rib Cage Spider, but that might not mean anything...
Caiman 2GGG Creature - Reptile Bound (Whenever you play this spell, pay 1 less for each spell played this turn) 5/4
Meh. It's no 6/4 Kodama.
Healer of the Woods 3G Healer of the Woods comes into play with 3 counters on it Remove a counter from Healer of the Woods: Target creature gets +1/+1 until end of turn 1/4
Counters should have name, and don't use "3" but use "three" instead. It's efficient at saving your creatures and messing up combat math, but it's not very good at beatdown. Having no mana cost to activate the abilities take away from the tension of the game, but I guess it's all right. "Healer" doesn't sound very correct since it actually boosts power also. Healing would be more white and damage prevention.
Swamp Toad 2G Creature - Toad Swampwalk 2/2
Spinyback Orbweaver 2G Creature - Spider Spinyback Orbweaver may block as if it had flying :1mana::symg:: Spinyback Orbweaver gains +1/+1 until end of turn. Play this ability only twice each turn 1/3
Again, check out the templating on Spiders. I don't see why it has the Rootwalla ability, yet worse. Giving it +2/+2 for 1G once per turn wouldn't be broken (but a 3/5 might be scary... but then you're paying 2G+1G for it anyway, and more...)
Pulse of the Land G Instant Target creature gets +X/+X until end of turn, where X is the amount of enchantments you control.
Lands ~ enchantments? Also, "number" and not "amount," and I would simply say "+1/+1 for each" for simplicity's sake. It doesn't get much better than Giant Growth very often, and it's worse than Ancestral Mask for actually winning the game.
Pack of Wolves 3G Creature - Wolf When Pack of Wolves comes into play you may pay :1mana::symg:, if you do search your library for a card named Pack of Wolves and put it into your hand. 3/3
Tutor = REVEAL+SHUFFLE. Retemplate:
Pack of Wolves 3G Creature - Wolf When Pack of Wolves comes into play, you may pay :1mana::symg:. If you do, search your library for a card named Pack of Wolves, reveal that card, and put it into your hand. Then shuffle your library. 3/3
Armour of bark 1G Enchantment - Aura Enchanted creature gains +3/+3 and trample
It's "Armor" and Magic doesn't use British spelling. +3/+3 for only 1G is CHEAP and probably too powerful. If you tack on the trample, it's close to Rancor power level.
Gift of the Land G Enchantment - Aura Enchanted creature gains “: Add to your mana pool”
Multani's Harmony wasn't broken, and this is just pure card disadvantage and also makes the creature less useful since it needs to tap. There might be some interesting thing if you use it with tap trigger creatures, but I don't see those in your set.
Harvester of the Land 2G Creature - Elf Farmer When Harvester of the Land comes into play, reveal your library. Target opponent chooses a basic land card from your library. Put the revealed land card into your hand 2/2
Strength of the Wolves 4G Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Instant Target creature gets +1/+1 until end of turn for each spell played this turn
Thank you Morsetlis Altough some of the comments are somewhat harsh that's what I wanted
I didn't want to create a too high powerlevel because that's something that I feel most people doing sets on this site does. I took into consideration that some cards will only be playable in limited. Some will be skill testers, and some are just plain ol' bad
I'll review what you said about the cards and perhaps post an updated version later
Too powerful is synonymous with broken. If Ancestral Recall is too powerful, it is too broken. If Concentrate isn't broken, that's because it costs 2UU and not U. The effect is still as powerful, but the card isn't powerful anymore because it is costed correctly.
"affects your opponent's creatures" is never a good argument. Breaking symmetry with preparation is what Magic is arguably about. Sure, cards can have good symmetrical effects, but the cost should not be so low as to argue that the symmetrical effect balances it out. Symmetrical effect is generally used as a drawback for a card that is marginally cheaper, not a card that is VERY cheap.
Against control deck the effect isn't very symmetric anymore.
Passionate Rampage - Looks fine since it's symmetrical. At least it makes black -X/-X spells less effective.
Elf of Fertility - Other than Tribal, worse than Birds of Paradise. Intending to fix the BoP?
Induce Calmness - Should be 'When ~ comes into play, draw a card.' Doesn't really feel rare.
Merriam - Type should be "Legendary Creature - Elf Shaman".
Merriam's Garden - Counter should have a name, and you have to specify which main phase would this take effect - precombat or postcombat.
Seeds of Merriam - Need to reveal them and shuffle your library.
Sound of the Bison - Very creative, though may be a tad overcosted. Since you won't always get the creature you want, 2GG?
Shaman of the Woods- Wording: "Sacrifice ~: Sacrifice up to three target creatures. Put two +1/+1 counters on target creature for each creature sacrificed this way."
Pine Bear - Feels rare and blue.
Coat of Thorns - Land card.
Stampeding Bison - Strictly better than Kavu Climber.
Green
Passionate Rampage GGG
Enchantment
All creatures gets +4/+4
Elf of Fertility G
Creature - Elf Druid
T: Add one mana of any color to your mana pool.
0/1
Induce calmness 2G
Enchantment
Enchantments cannot be countered by spells or abilities
Draw a card
Merriam, the Bountiful 1GG
Creature - Legendary Elf shaman
Forestwalk
Merriam, the Bountiful gets +1/+1 for each enchantment you control
2/2
Merriams Garden G
Enchantment
At the beginning of your upkeep, put a counter on Merriams Garden
At the beginning of your main phase, add G to your mana pool for each counter on Merriams Garden
Saqqara, the Queen of the Serpents 3GG
Creature - Legendary Shapeshifter
: Put a Wood Counter on target Creature.
All Creatures with Wood counters on them are basic forests
3/3
Herd of Bisons 5GG
Instant
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Put a 4/4 Bison token into play for spell played this turn
Fertile Field 4G
Sorcery
Put a 1/1 green saproling token into play for each land you control
Seeds of Merriam 1GG
Instant
Search your library for creatures with a total casting cost of 6 and put them in your hand
"One day you will reap the benefits from all this hard work" - Merriam, the Bountiful
Sound of the Bison 4GG
Sorcery
Target opponent searches your library and reveals a creature card.
Choose one, put the revealed creature into play or search your library for up to 3 creatures with the same name and put them into your hand
Bed of Thorns 1GG
Enchantment
Whenever a creature attacks you Bed of Thorns deals 1 damage to that creature
Line Storm 3GG
Sorcery
Line Storm deals 4 damage to each creature with flying
Field of Bisons 2GG
Enchantment
:2mana::symg::symg:: Put a 3/3 green Bison token into play
Shaman of the Woods 1GG
Creature - Elf Shaman
Sacrifice Shaman of the Woods: Sacrifice up to 3 creatures then put an equal amount of +2/+2 counters on target creature
2/3
Pine Bear GG
Creature - Bear
When Pine Bear comes into play, move all auras that could enchant Pine Bear onto Pine Bear
2/2
Purify the woods 3G
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Instant
Destroy a target enchantment or artifact for each spell played this turn
Wing Snare <Em>2G</m>*Reprint*
Sorcery
Destroy target creature with flying
Coat of thorns 2GG
Enchantment - Aura
Enchanted creature gets +1/+1 for each land in your graveyard
Growth of the pines 3G
Sorcery
Return two target green cards from you graveyard to your hand
Forest spider 2G
Creature - Spider
:1mana::symg::symtap:: Forest Spider deals 2 damage to target creature with flying
1/2
Ambush of the Bisons 1GG
Instant
Ambush of the Bisons deals X damage to target attacking or blocking creature, where X is the amount of green creatures you control
"Considering how loud they are I'm suprised anyone can be ambush by them" - Elf saying
Stampeeding Bison <Em>2GG</m>
Creature - Bison
Trample
When Stampeeding Bison comes into play, draw a card
3/3
Rampant Bison 3G
Creature - Bison
Trample
3/3
Squamata 1GG
Creature - Lizard
3/4
Aachen's Wurm 7G
Creature - Wurm
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
6/6
Emerald Faerie 1G
Creature - Faerie Wizard
Flying
:1mana::symg: Sacrifice Emerald Faerie: Destroy target artifact or enchantment
1/2
Disciple of Merriam 1GG
Creature - Elf Druid
:symg::symtap:: Target creature gets +2/+2 until end of turn
1/1
Epidemic Growth 1G
Sorcery
Search your library for a basic land card and put it into play, if you control fewer lands than target opponent instead search your library for two basic land cards and put them into play.
Thorny Hound 1G
Creature - Hound
2/2
Silt Crawler 2G *Reprint*
Creature - Beast
When Silt Crawler comes into play, tap all lands you control
3/3
Ivy Bison 4GG
Creature - Bison
Forest walk
4/5
Sleeping Cheetah 1G
Creature - Cat
Trample
2/1
Mirrams Farmer G
Creature - Elf Farmer
1/1
Strength of Thorns 1G
Instant
Target creature gets +2/+2 for each green mana spent playing Strength of Thorns
Warrior of the Woods GG
Creature - Elf Warrior
You can’t play Warrior of the Woods unless you control an enchantment
3/3
Hidden Spider 2G
Creature - Spider
You may play Hidden Spider anytime you could play an instant
Hidden Spider can block creatures as though it had flying
1/4
Caiman 2GGG
Creature - Reptile
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
5/4
Healer of the Woods 3G
Healer of the Woods comes into play with 3 counters on it
Remove a counter from Healer of the Woods: Target creature gets +1/+1 until end of turn
1/4
Swamp Toad 2G
Creature - Toad
Swampwalk
2/2
Spinyback Orbweaver 2G
Creature - Spider
Spinyback Orbweaver may block as if it had flying
:1mana::symg:: Spinyback Orbweaver gains +1/+1 until end of turn. Play this ability only twice each turn
1/3
Pulse of the Land G
Instant
Target creature gets +X/+X until end of turn, where X is the amount of enchantments you control.
Pack of Wolves 3G
Creature - Wolf
When Pack of Wolves comes into play you may pay :1mana::symg:, if you do search your library for a card named Pack of Wolves and put it into your hand.
3/3
Armour of bark 1G
Enchantment - Aura
Enchanted creature gains +3/+3 and trample
Gift of the Land G
Enchantment - Aura
Enchanted creature gains “: Add to your mana pool”
Harvester of the Land 2G
Creature - Elf Farmer
When Harvester of the Land comes into play, reveal your library. Target opponent chooses a basic land card from your library. Put the revealed land card into your hand
2/2
Strength of the Wolves 4G
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Instant
Target creature gets +1/+1 until end of turn for each spell played this turn
Passionate Rampage GGG
Enchantment
All creatures gets +4/+4
Broken. How can you compress four Glorious Anthems onto one single three-mana card? Sure, it costs GGG, but that's payable on turn 4-5 the latest, and it literally wins the game and you don't even need Seshiro the Anointed or Coat of Arms themes to do it. It's better than Overrun, and that costs 5 mana.
Elf of Fertility G
Creature - Elf Druid
T: Add one mana of any color to your mana pool.
0/1
Meh. Utopia Tree and Utopia Sprawl were more interesting ideas, and BoP doesn't really need to be replaced. The flying is far more interesting than you think. Still, this would be played, and is a nice creature for budget players if it's not a rare.
Induce calmness 2G
Enchantment
Enchantments cannot be countered by spells or abilities
Draw a card
"Induce calmness" is a sophomoric phrase that doesn't sound very... Magic. Also, an enchantment with a simple "Draw a card"... doesn't do anything. The cantrip suggests that this ability actually costs only a single green mana without the cantrip, which I agree with. It might be useful in Enchantress, but it also eats up the important 3-mana slot (used for Presence and the enchantresses themselves beside the Argothian). Costing 3 mana also makes it harder to slip under counterwalls, and if that is the sole purpose than Defense Grid and Xanthid Swarm with their better evasive abilities are more likely to resolve. Resolving is probably worth more than the extra card from the cantrip. It's not very useful elsewhere... but that's ok. Retemplated:
Great Calm 2G
Enchantment
When Great Calm comes into play, draw a card.
Enchantment spells can't be countered by spells or abilities.
Merriam, the Bountiful 1GG
Creature - Legendary Elf shaman
Forestwalk
Merriam, the Bountiful gets +1/+1 for each enchantment you control
2/2
It's Yavimaya Enchantress, although you seem to have forgotten that nowadays legendary creatures look like "Legendary Creature - Elf Shaman" and not the other way around. Also, don't leave out the periods at the end of good sentences.
Merriams Garden G
Enchantment
At the beginning of your upkeep, put a counter on Merriams Garden
At the beginning of your main phase, add G to your mana pool for each counter on Merriams Garden
And here the apostrophes are missing. What kind of counter are you putting on, also? This is a much better mana accelerator than Llanowar Elves, but it doesn't beat down. However, neither did Aether Vial, and that was also broken. Anyway, this might cause mana burn, similar to Braid of Fire, but it's not even restricted to the upkeep. It is a bit slower than the Vineyard for pure mana, but it snowballs and is scary with Demonfire or something after you empty your hand. Of course, by itself it does nothing... You can template it similar to Braid of Fire except trigger it in the precombat main phase (yes, there are two main phases in a normal turn) or do it like Eladamri's Vineyard. If so, retemplate:
Merriam's Garden G
Enchantment
At the beginning of your upkeep, put a charge counter on Merriam's Garden.
At the beginning of your precombat main phase, add G to your mana pool for each charge counter on Merriam's Garden.
Saqqara, the Queen of the Serpents 3GG
Creature - Legendary Shapeshifter
: Put a Wood Counter on target Creature.
All Creatures with Wood counters on them are basic forests
3/3
You don't need to capitalize counter names. While turning creatures into permanent mana sources is exquisitely green, a 3GG Visara imitation in a color that normally never gets straight removal is too powerful. No, a forest does not make up for losing a creature. That's its strength, but it might be too strong. I would say 3GG, T might be a fair cost, but that removes your ability to use it for good mana acceleration. If you want it to be really flexible and not just powerful, then it should cost something like 7 mana... then the tap ability can be free.
Herd of Bisons 5GG
Instant
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Put a 4/4 Bison token into play for spell played this turn
So it imitates Storm and Affinity. Hunting Pack was less broken. I suggest this cost more and use the Storm keyword.
Fertile Field 4G
Sorcery
Put a 1/1 green saproling token into play for each land you control
It's no Beacon of Creation, but it's fair for non-Forest decks. Nothing much to say except for capitalization and punctuation (really... Magic cards all have a certain standard and aren't just random ideas put onto paper or bulletin boards).
Seeds of Merriam 1GG
Instant
Search your library for creatures with a total casting cost of 6 and put them in your hand
"One day you will reap the benefits from all this hard work" - Merriam, the Bountiful
Remember, tutor effects: REVEAL+SHUFFLE. Plus, creatures only exist in play and not in your library. I don't know if a Protean Hulk without the free putting-into-play is broken or not, but usually this will get you a lot of card advantage (certainly above Counsel of the Soratami or Compulsive Research's +2-1 or +3-2). Since that is the case, and green isn't big on sorcery-based card drawing, this should probably cost more. 4G sounds like a fair compromise without being too green-intensive (more combo possibilities) or too early (less brokenness). At 4G, it can even justify a to-hand tutor effect being an instant. Overall, I suggest:
Seeds of Merriam 1GG
Instant
Search your library for any number of creature cards with total converted mana cost 6 or less, reveal those cards, and put them into your hand. Then shuffle your library.
Sound of the Bison 4GG
Sorcery
Target opponent searches your library and reveals a creature card.
Choose one, put the revealed creature into play or search your library for up to 3 creatures with the same name and put them into your hand
No shuffle again. Now, this actually seems overcosted unless there is only one truly powerful creature in your deck and no other small creatures. It would be costed just right if the only things in your deck are named Akroma, Angel of Wrath. Otherwise, it's a bit suck, but the option is nice (if still useless when they reveal a Llanowar Elves). Anyway, if they "search" your library, they can fail to find a card. Yes, not many players know this little fact, but if they search, they can fail to find anything. That would make you very sad. So, don't use the word "search" if you want your opponent to do something. Now, retemplating based on Guided Passage:
Sound of the Bison 4GG
Sorcery
Reveal the cards in your library. Target opponent chooses from among them a creature card. Then, you may the chosen creature card into play or search your library for up to three creature cards with the same name, reveal those cards, and put them into your hand. Then shuffle your library.
Uncommons
Bed of Thorns 1GG
Enchantment
Whenever a creature attacks you Bed of Thorns deals 1 damage to that creature
Not green at all. I can't justify this in green anymore, even though it may sound green and some effects like these have been green in the past, now this effect is red and white and, once in a blue moon, black. See Powerstone Minefield. Of course, Caltrops does it too, but artifacts are a whole paradigm of their own.
Line Storm 3GG
Sorcery
Line Storm deals 4 damage to each creature with flying
Probably the only worthly flying-hosers in Magic history were Arashi, that Onslaught block Spider, and Hurricane. This doesn't even come close. It also seems ridiculous to make something almost strictly worse than Gale Force, but there you go.
Field of Bisons 2GG
Enchantment
:2mana::symg::symg:: Put a 3/3 green Bison token into play
I don't know what you got for Bisons, but to me they are merely Beasts. Anyway, it's cheaper than Centaur Glade, and it shouldn't be. Please follow the standards for templating token creation.
Shaman of the Woods 1GG
Creature - Elf Shaman
Sacrifice Shaman of the Woods: Sacrifice up to 3 creatures then put an equal amount of +2/+2 counters on target creature
2/3
It's never "3 creatures" and always "three creatures." +2/+2 counters are also bad when 90% or more of recent cards that use +X counters use +1/+1 counters. 2/3 for 1GG are usually worthless, and this isn't an exception. Yes, Bloodthirst was good, but Bloodthirst was free. If Bloodthirst involved sacrificing your creatures, the you would be very sad when a Dark Banishing or Unsummon comes along. Retemplate:
Shaman of the Woods 1GG
Creature - Elf Shaman
Sacrifice Shaman of the Woods: Sacrifice up to three creatures, then put X +1/+1 counters on target creature, where X is twice the number of creatures sacrificed this way.
2/3
Pine Bear GG
Creature - Bear
When Pine Bear comes into play, move all auras that could enchant Pine Bear onto Pine Bear
2/2
The name doesn't suggest anything remotely close to enchanting. Oh well. At first I thought it let you play an Aura for free, but then I realize it just sucks in Auras already in play. It's more balanced that way, but it's also underpowered. If you already have Auras in play, rearrange them doesn't really do anything most of the time. Depending on your opponent to play things that make your cards better isn't really a good idea, especially depending on a rarer card type like Auras. Still, the bear does what it says...
Purify the woods 3G
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Instant
Destroy a target enchantment or artifact for each spell played this turn
You can't actually "pay 1 less." Things just cost 1 less, and then you pay less simply because you pay a lesser mana cost. Somehow I think you should use the Storm template or modify it a bit. Anyway, this isn't terribly broken, and it isn't terribly useful either if you need quick Naturalizes. If you want a mass naturalize, then Serenity, Purify, or something of the sort (Pernicious Deed?) would be more useful. This fits only in between and require circumstances to line up just right for you to do mass removal. It doesn't even have any bonuses normally like Seed Spark, so it probably won't be maindecked.
Wing Snare <Em>2G</m>*Reprint*
Sorcery
Destroy target creature with flying
As horrible as the day it was printed. Still, it gets rid of those pesky Akroma, Angel of Wrath...
Coat of thorns 2GG
Enchantment - Aura
Enchanted creature gets +1/+1 for each land in your graveyard
Terravore only costs 1GG, so this shouldn't cost more. Also, "land cards," and Auras need a line of text telling them what they could enchant. Like, "Enchant creature."
Growth of the pines 3G
Sorcery
Return two target green cards from you graveyard to your hand
"your," and it's a bit broken. You don't want people chaining these, so include a line of self-removing like Restock (actually, it's not really needed, but it's just a minor guideline you may or may not follow). 3G still seems cheap... but I guess compared to Revive it's not broken. 2GG would be a wiser cost, imho.
Forest spider 2G
Creature - Spider
:1mana::symg::symtap:: Forest Spider deals 2 damage to target creature with flying
1/2
Please remember the comma between the mana cost and the tap symbol. Otherwise, this seems balanced if a bit strange and not-very-useful. Unlike Wing Snare or Matsu-Tribe Sniper, it doesn't kill/stop an Air Elemental or an Akroma. Unlike bigger anti-flying cards, it doesn't destroy a mass of flyers. All it does is act as a 1/2 for three mana (horrible) or 1G, T: 2 damage to a flyer, which is STILL horrible. If this were a 2/3, 1/4, or even 1/5 creature, it would be more playable, if restricted to limited formats.
Ambush of the Bisons 1GG
Instant
Ambush of the Bisons deals X damage to target attacking or blocking creature, where X is the amount of green creatures you control
"Considering how loud they are I'm suprised anyone can be ambush by them" - Elf saying
I don't know why you keep bleeding white abilities into green. There's nothing to justify this. If you replace "Bisons" with "Soldiers," you'll see just how white it is.
Stampeeding Bison <Em>2GG</m>
Creature - Bison
Trample
When Stampeeding Bison comes into play, draw a card
3/3
No, it's not broken, but it's also too good for the power level (same reason why we don't make a 2/2 for 1R without drawbacks). Kavu Climber is the standard here.
Commons
Rampant Bison 3G
Creature - Bison
Trample
3/3
Squamata 1GG
Creature - Lizard
3/4
Aachen's Wurm 7G
Creature - Wurm
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
6/6
Being a creature makes it balanced since it's hard to find many 0-cost spells, so this rarely requires less than 8 mana sources to play. Not very exciting, and certainly no Siege Wurm.
Emerald Faerie 1G
Creature - Faerie Wizard
Flying
:1mana::symg: Sacrifice Emerald Faerie: Destroy target artifact or enchantment
1/2
Viridian Zealot was rare... and a 1/2 FLYER for 1G shouldn't be common either. The ability is quite versatile, but the 1/2 flying body is confused in a color mostly about beatdown. I guess this disjunction in form and function makes it less useful than other cards, but it still doesn't feel like a common.
Disciple of Merriam 1GG
Creature - Elf Druid
:symg::symtap:: Target creature gets +2/+2 until end of turn
1/1
Closest comparable creatures are Nantuko Disciple, Deepwood Drummer, and Ghost-Lit Nourisher. I guess this fits the niche between the three. It's good at screwing up combat math... and that's all it does. These types of creatures may look nice to fill up the green slot with, and they kinda work in limited, but nobody ever play the in constructed. Creature dependencies just scream for a removal spell to wipe out what you set up.
Epidemic Growth 1G
Sorcery
Search your library for a basic land card and put it into play, if you control fewer lands than target opponent instead search your library for two basic land cards and put them into play.
Forgetting the shuffle again. Anyway, in normal mode it's better than Rampant Growth, and in Tithe mode it's better than Kodama's Reach or Gift of Estates. I don't see what's "Epidemic" about it either, since "Epidemic" refers to a spreading contagion/disease, not something you associate with growing plants. I suggest:
Striving Growth 2G
Sorcery
Search your library for a basic land card and put that card into play tapped. If you control fewer lands than target opponent, search your library for another basic land card and put that card into play tapped. Then shuffle your library.
Thorny Hound 1G
Creature - Hound
2/2
It's in a better tribe than Bear, but not by much.
Silt Crawler 2G *Reprint*
Creature - Beast
When Silt Crawler comes into play, tap all lands you control
3/3
Ivy Bison 4GG
Creature - Bison
Forest walk
4/5
Severely underpowered. For six mana green can do more spectacular things than a sometimes-unblockable 4/5. Still, it's common, but I believe commons should be useful and not just fillers. Green isn't the 3/3 for five mana color, and it shouldn't be the 4/5 for six mana color either.
Sleeping Cheetah 1G
Creature - Cat
Trample
2/1
Mirrams Farmer G
Creature - Elf Farmer
1/1
Strength of Thorns 1G
Instant
Target creature gets +2/+2 for each green mana spent playing Strength of Thorns
A very interesting expansion on X-costs, Sunburst, and/or the Ravnica bleed spells. One of the few cards that actually doesn't get strictly worse under a Sphere of Resistance. +4/+4 for two mana is actually standard, and +2/+2 for two mana substandard, but the option to play it for either 1G or GG makes it different, and the instant speed makes it playable. Retemplate:
Strength of Thorns 1G
Instant
Target creature gets +2/+2 for each G spent to play Strength of Thorns.
Warrior of the Woods GG
Creature - Elf Warrior
You can’t play Warrior of the Woods unless you control an enchantment
3/3
I don't see the connection between Woods and enchantment... but there it is. Not terrible exciting or good since Watchwolf exists, but it is better than the standard Elvish Warrior if you manage to get it into play. That might be difficult considering how one-mana enchantments are horrible... but you made that Vineyard imitation...
Hidden Spider 2G
Creature - Spider
You may play Hidden Spider anytime you could play an instant
Hidden Spider can block creatures as though it had flying
1/4
The templating is all wrong for a spider. This creature would have Flash now. It's strictly better than Rib Cage Spider, but that might not mean anything...
Caiman 2GGG
Creature - Reptile
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
5/4
Meh. It's no 6/4 Kodama.
Healer of the Woods 3G
Healer of the Woods comes into play with 3 counters on it
Remove a counter from Healer of the Woods: Target creature gets +1/+1 until end of turn
1/4
Counters should have name, and don't use "3" but use "three" instead. It's efficient at saving your creatures and messing up combat math, but it's not very good at beatdown. Having no mana cost to activate the abilities take away from the tension of the game, but I guess it's all right. "Healer" doesn't sound very correct since it actually boosts power also. Healing would be more white and damage prevention.
Swamp Toad 2G
Creature - Toad
Swampwalk
2/2
Spinyback Orbweaver 2G
Creature - Spider
Spinyback Orbweaver may block as if it had flying
:1mana::symg:: Spinyback Orbweaver gains +1/+1 until end of turn. Play this ability only twice each turn
1/3
Again, check out the templating on Spiders. I don't see why it has the Rootwalla ability, yet worse. Giving it +2/+2 for 1G once per turn wouldn't be broken (but a 3/5 might be scary... but then you're paying 2G+1G for it anyway, and more...)
Pulse of the Land G
Instant
Target creature gets +X/+X until end of turn, where X is the amount of enchantments you control.
Lands ~ enchantments? Also, "number" and not "amount," and I would simply say "+1/+1 for each" for simplicity's sake. It doesn't get much better than Giant Growth very often, and it's worse than Ancestral Mask for actually winning the game.
Pack of Wolves 3G
Creature - Wolf
When Pack of Wolves comes into play you may pay :1mana::symg:, if you do search your library for a card named Pack of Wolves and put it into your hand.
3/3
Tutor = REVEAL+SHUFFLE. Retemplate:
Pack of Wolves 3G
Creature - Wolf
When Pack of Wolves comes into play, you may pay :1mana::symg:. If you do, search your library for a card named Pack of Wolves, reveal that card, and put it into your hand. Then shuffle your library.
3/3
Armour of bark 1G
Enchantment - Aura
Enchanted creature gains +3/+3 and trample
It's "Armor" and Magic doesn't use British spelling. +3/+3 for only 1G is CHEAP and probably too powerful. If you tack on the trample, it's close to Rancor power level.
Gift of the Land G
Enchantment - Aura
Enchanted creature gains “: Add to your mana pool”
Multani's Harmony wasn't broken, and this is just pure card disadvantage and also makes the creature less useful since it needs to tap. There might be some interesting thing if you use it with tap trigger creatures, but I don't see those in your set.
Harvester of the Land 2G
Creature - Elf Farmer
When Harvester of the Land comes into play, reveal your library. Target opponent chooses a basic land card from your library. Put the revealed land card into your hand
2/2
Needs a shuffle. Also, Civic Wayfinder was better although it didn't let you play Panglacial Wurm.
Strength of the Wolves 4G
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Instant
Target creature gets +1/+1 until end of turn for each spell played this turn
Yuck.
I didn't want to create a too high powerlevel because that's something that I feel most people doing sets on this site does. I took into consideration that some cards will only be playable in limited. Some will be skill testers, and some are just plain ol' bad
I'll review what you said about the cards and perhaps post an updated version later
"affects your opponent's creatures" is never a good argument. Breaking symmetry with preparation is what Magic is arguably about. Sure, cards can have good symmetrical effects, but the cost should not be so low as to argue that the symmetrical effect balances it out. Symmetrical effect is generally used as a drawback for a card that is marginally cheaper, not a card that is VERY cheap.
Against control deck the effect isn't very symmetric anymore.
Elf of Fertility - Other than Tribal, worse than Birds of Paradise. Intending to fix the BoP?
Induce Calmness - Should be 'When ~ comes into play, draw a card.' Doesn't really feel rare.
Merriam - Type should be "Legendary Creature - Elf Shaman".
Merriam's Garden - Counter should have a name, and you have to specify which main phase would this take effect - precombat or postcombat.
Seeds of Merriam - Need to reveal them and shuffle your library.
Sound of the Bison - Very creative, though may be a tad overcosted. Since you won't always get the creature you want, 2GG?
Shaman of the Woods- Wording: "Sacrifice ~: Sacrifice up to three target creatures. Put two +1/+1 counters on target creature for each creature sacrificed this way."
Pine Bear - Feels rare and blue.
Coat of Thorns - Land card.
Stampeding Bison - Strictly better than Kavu Climber.
Hidden Spider - Already a card.
Armor of Bark - Shoud cost :2mana::symg:.
The rest look good
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact