Green Cardlist
Green: Creatures.
Theme: Crushing - "I'm going to come over there and stomp on you."

Coombultabi, Darkwood Ancient

Creature - Treefolk, Legend

Rare

2GG

9/9

Trample. When Coombultabi, Darkwood Ancient comes into play, tap it and place eight -1/-1 counters on it. Coombultabi, Darkwood Ancient cannot be untapped if there are any -1/-1 counters on it. For each point of damage dealt to you, remove a -1/-1 counter from Coombultabi, Darkwood Ancient.

ES

Defender of the Forest

Creature - Spirit

Common

7GG

*/*

2G: Put Defender of the Forest into play from your hand. Use this ability only in response to a an opponent putting a creature with power four or greater into play. Defender of the Forest has power and toughness equal to the number of forests in play.

LE

Kill Method: Combat Damage.

Darkwood Hounds

Creature - Hounds

Uncommon

3GG

3/3

Trample. G: Darkwood Hounds gets +2/+2 for each creature blocking it until the end of turn.

LE

Invigorating Surge

Instant

Common

XG

 

Target creature gets +X/+X and trample until the end of the turn.

LE

Strategy I: The Swarm
Green gets the swarm back. For a while recently this was dominated by white. To some extent, I feel that this was a reaction to white not having as well a defined win strategy as some of the other colors. This became an obvious strategy for white, and green was left with stompy creatures (or teamed up with other colors) and kind of slid out of the environment. Anyway, it seems that green is returning, and thus my changes are in line with yours. As shown is another section, white has been given some new strategies, and green has the weenie swarm back. Defection gives green some cheap creatures, the Bognithe give a way to get fast creatures out and then use them to boost your finishing creatures in the late game, and lots of cheap "creature boost" cards give green the advantage over the other color's weenie creatures.

Stalking Panther

Creature - Cat

Common

G

2/2

Defection: 3. (During each player's upkeep that player may pay 3 to take control of this creature. You may pay 3 to counter this ability.)

KF

Strategy II: Stompy
Green has always had stompy, but to a large extent it has stayed out of the tournament environment. Unless there is some trick to getting massive creatures out quickly enough, they are just too easy to remove later in the game. Unfortunately, in my opinion, one of the most satisfying feelings in Magic is the feeling you get when your 7/7 monster goes stomping over your opponent's little defenses. With this in mind, I have tried to introduce several big green creatures with enough features to make them worth their cost. Along with this I have kept up green's mana producing creatures, with the concept that they will be able to speed up the process of getting a truly unstoppable stompy on the board.

Flowing Earth Wurm

Creature - Wurm

Uncommon

5GG

5/5

Tunneling. Flowing Earth Wurm cannot be the target of spells or abilities.

ES

The Set: Green Cards.

Amoebae Wall

Creature - Wall

Rare

3G

0/4

At the end of combat, place an Amoebae Wall token into play for each Amoebae Wall you still control that was dealt combat damage this turn. These tokens count as a 0/2 green creatures.

LE

Ancients of Deeper Root

Creature - Treefolk

Rare

2G

8/8

Trample. When Ancients of Deeper Root comes into play, place seven -1/-1 counters on it. 3: remove a -1/-1 counter from Ancients of Deeper Root. Tap: remove a -1/-1 counter from Ancients of Deeper Root.

LE

Ant Swarm

Creature - Insects

Uncommon

3GG

3/3

Ant Swarm cannot be countered when it is put into play. Ant Swarm cannot be the target of spells or abilities. You may play Ant Swarm whenever you could play an instant.

LE

Armored Bognoth

Creature - Beast

Uncommon

4G

3/3

Trample. Tap: target creature, other than this one, gets +3/+3 and trample.

KF

Awakened Treefolk

Creature - Treefolk

Uncommon

1G

5/5

When Awakened Treefolk comes into play, place four -1/-1 counters on it. 1G: remove a -1/-1 counter form Awakened Treefolk.

ES

Backwind

Sorcery

Uncommon

5GG

 

All creatures you control get +4/+0 and trample until the end of turn, or destroy all creatures with flying.

KF

Blueberry Hill Gnomes

Creature - Gnomes

Common

2G

2/2

G: Blueberry Hill Gnomes gains tunneling until the of turn. Tap, G: target creature gains tunneling until the end of turn.

LE

Bognithe Keeper

Creature - Elf

Rare

3G

1/1

Whenever Bognithe Keeper is the target of a spell or ability, put a Bognoth token into play. This token counts as a 3/3 green creature.

KF

Bognoth Armor

Enchant Creature

Common

2G

 

Enchanted creature gets +2/+2 and "Tap: target creature, other than this one, gets +2/+2."

KF

Bognoth Herd

Creature - Beasts

Rare

4GG

4/4

Tap: all creatures you control, other than this one, get +2/+2 and trample.

KF

Bognoth Larva

Creature - Beast

Common

G

1/1

Tap: target creature, other than this one, gets +1/+1.

ES

Branch Cloak

Enchant Creature

Uncommon

1G

 

Enchanted creature gains "Pay this creature's casting cost: untap this creature."

KF

Briar Tree

Creature - Wall

Rare

2G

3/5

2G: target creature gets +3/+3 and Briar Tree gets -3/-3.

LE

Carnivorous Pigs

Creature - Swine

Common

3G

3/2

Trample. 3G: untap Carnivorous Pigs.

KF

Cave Ape

Creature - Ape

Common

G

2/3

If at any time you control no mountains, sacrifice Cave Ape. If at any time you control no forests, sacrifice Cave Ape.

LE

Cave Ape Clan

Creature - Apes

Uncommon

1GG

1/2

If at any time you control no mountains, sacrifice Cave Ape Clan. If at any time you control no forests, sacrifice Cave Ape Clan. Cave Ape Clan gets +1/+1 for each mountain you control.

LE

Coiled Wurm

Creature - Wurm

Uncommon

5GG

5/5

First strike. Coiled Wurm can block creatures with flying. You may play Coiled Wurm whenever you could play an instant.

ES

Coombultabi, Darkwood Ancient

Creature - Treefolk, Legend

Rare

2GG

9/9

Trample. When Coombultabi, Darkwood Ancient comes into play, tap it and place eight -1/-1 counters on it. Coombultabi, Darkwood Ancient cannot be untapped if there are any -1/-1 counters on it. For each point of damage dealt to you, remove a -1/-1 counter from Coombultabi, Darkwood Ancient.

ES

Coombultabi's Fury

Instant

Common

1G

 

Target creature gets +3/+2 and trample until the end of turn. Buyback: 4. (You may pay an additional 4 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

ES

Creeping Mold

Sorcery

Uncommon

2GG

 

Destroy target artifact, enchantment, or land.

ES

Current Shift

Sorcery

Uncommon

1G

 

Return target creature with flying to its owner's hand. Buyback: 1G. (You may pay an additional 1G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Darkwood Bear

Creature - Bear

Common

3G

4/1

Whenever Darkwood Bear blocks or becomes blocked it gets -2/+2 until the end of turn.

LE

Darkwood Elemental

Creature - Elemental, Legend

Rare

5G

5/2

Trample. Prevent all combat damage dealt to Darkwood Elemental. Darkwood Elemental gets +1/+1 for each opponent controlled swamp in play.

LE

Darkwood Elf

Creature - Elf

Rare

3G

2/1

Tap: untap target land. 3G: untap Darkwood Elf.

KF

Darkwood Hounds

Creature - Hounds

Uncommon

3GG

3/3

Trample. G: Darkwood Hounds gets +2/+2 for each creature blocking it until the end of turn.

LE

Darkwood Mystic

Creature - Druid

Rare

2G

1/1

Tap: target creature may not be the target of spell or effects until the end of the turn. Darkwood Mystic may not be the target of spell or effects. 2G: untap Darkwood Mystic.

KF

Darkwood Python

Creature - Snake

Common

2G

3/4

Forest-walk. Defection: 5. (During each player's upkeep that player may pay 5 to take control of this creature. You may pay 5 to counter this ability.)

KF

Darkwood Troll

Creature - Troll

Common

1G

3/3

Defection: 4. (During each player's upkeep that player may pay 4 to take control of this creature. You may pay 4 to counter this ability.) Buyback: 2. (You may pay an additional 2 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

KF

Darkwood Troopers

Creature - Treefolk

Common

GG

4/5

Protection from black. When Darkwood Troopers comes into play, tap it and place two -1/-1 counters on it. Whenever you would untap Darkwood Troopers, if there are any -1/-1 counters on it, remove a -1/-1 counter instead.

ES

Deadly Beauty

Instant

Uncommon

1G

 

All creatures able to block target creature do so. Buyback: 3G. (You may pay an additional 3G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

KF

Deadwood Eater

Creature - Spirit

Common

4GG

5/4

Protection from artifacts. 2G: Put Deadwood Eater into play from your hand. Use this ability only in response to an opponent putting an artifact into play. Tap, 2G: destroy target artifact.

LE

Defender of the Forest

Creature - Spirit

Common

7GG

*/*

2G: Put Defender of the Forest into play from your hand. Use this ability only in response to a an opponent putting a creature with power four or greater into play. Defender of the Forest has power and toughness equal to the number of forests in play.

LE

Desert Twister

Sorcery

Uncommon

4GG

 

Destroy target permanent.

KF

Distant Thundering

Instant

Uncommon

1G

 

Target creature get -1/-1 for each creature it blocks, or blocking it until the end of the turn.

LE

Dorigii Tree Fence

Creature - Wall

Common

1G

0/5

Tunneling.

LE

Earth Hydra

Creature - Wurm

Rare

3GG

0/3

Tunneling. Trample. When Earth Hydra comes into play place three +1/+0 counters on it. Remove a counter from Earth Hydra: prevent 1 point of damage to Earth Hydra. 3GG: place a +1/+0 counter on Earth Hydra.

ES

Edgecomb Defenders

Creature - Treefolk

Common

1GG

3/2

Trample. Whenever this card is placed into a graveyard from play, place it on top of its owner's library.

ES

Edgecomb Elemental

Creature - Elemental, Legend

Rare

5G

4/3

Trample. Prevent all combat damage dealt to Edgecomb Elemental. Edgecomb Elemental gets +1/+1 for each opponent controlled mountain in play.

LE

Edgecomb Elf

Creature - Elf

Common

1G

2/1

Tap: add G to your mana pool. Haste.

ES

Edgecomb Sapling

Creature - Treefolk

Common

G

3/3

Trample. When Treefolk Sapling comes into play, tap it and place two -1/-1 counters on it. Whenever you would untap Treefolk Sapling, if there are any -1/-1 counters on it, remove a -1/-1 counter instead.

ES

Edgecomb Treefolk

Creature - Treefolk

Common

2GG

3/4

Trample. Buyback: 1G. (You may pay an additional 1G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

ES

Elvish Armorbearer

Creature - Elf

Uncommon

1G

1/1

1G: target elf gets +1/+1.

KF

Elvish Emissary

Creature - Elf

Rare

2G

1/1

At the end of any combat in which Elvish Emissary attacked take control of all untapped creatures the defending player controls that did not block this turn.

KF

Elvish Harpooner

Creature - Elf

Common

1G

1/1

1G: untap Elvish Harpooner. Tap: destroy target Merfolk.

KF

Elvish Herbalist

Creature - Elf

Common

G

1/1

When Elvish Herbalist comes under your control, draw a card. Defection: 3. (During each player's upkeep that player may pay 3 to take control of this creature. You may pay 3 to counter this ability.)

KF

Elvish Messenger

Creature - Elf

Uncommon

G

1/1

Tap, XGG, sacrifice Elvish Messenger: search you library for a creature card with total converted mana cost less than or equal to X and put that creature into play. Shuffle your library afterwards.

ES

Elvish Runner

Creature - Elf

Uncommon

1G

2/1

Tap: add G to your mana pool. 1G: Untap Elvish Runner.

KF

Fatal Venom

Instant

Common

GG

 

At the end of this turn, destroy all creatures that were damaged by target creature this turn.

KF

Flowing Earth Wurm

Creature - Wurm

Uncommon

5GG

5/5

Tunneling. Flowing Earth Wurm cannot be the target of spells or abilities.

ES

Foul-water Nyads

Creature - Spirit

Uncommon

4GG

3/2

Swamp-walk. 1G: Put Foul-water Nyads into play from your hand. Use this ability only in response to an opponent putting a swamp into play.

LE

Friendly Giant

Creature - Giant

Uncommon

6GG

6/8

Trample. When Friendly Giant comes into play, sacrifice two forests or bury it.

LE

Gaea's Purge

Sorcery

Common

1GG

 

Destroy target non-basic land, global enchantment or artifact creature.

ES

Giant Mole

Creature - Rodent

Common

2G

2/2

Tunneling.

LE

Giant Stag Beetles

Creature - Insects

Common

1G

2/1

1G: untap Giant Stag Beetles. Giant Stag Beetles cannot be the target of spells or abilities.

KF

Gorilla Pack

Creature - Apes

Common

3G

3/3

Whenever Gorilla Pack deals combat damage to a player, destroy target artifact that player controls.

LE

Great Forest Bear

Creature - Bear

Common

3G

2/2

Great Forest Bear cannot block. When Great Forest Bear comes into play from your hand, draw two cards.

LE

Great Forest Elemental

Creature - Elemental, Legend

Rare

5G

1/1

Trample. Prevent all combat damage dealt to Great Forest Elemental. Great Forest Elemental gets +1/+1 for each forest in play.

LE

Homeland Support

Enchantment

Rare

1G

 

All creatures gain "Tap: put a land from your hand into play."

LE

Hound Chief

Creature - Hound

Rare

G

1/1

G: Hound Chief gets +1/+1 for each creature blocking it until the end of turn.

LE

Hound Follower

Creature - Hound

Common

2G

1/1

G: Hound Follower gets +2/+0 for each creature blocking it until the end of turn.

LE

Hound Leader

Creature - Hound

Common

2G

2/2

Trample. G: Hound Leader gets +1/+0 for each creature blocking it until the end of turn.

LE

Hungry Vines

Creature - Wall

Common

2G

4/3

2G: regenerate Hungry Vines.

KF

Invigorating Surge

Instant

Common

XG

 

Target creature gets +X/+X and trample until the end of the turn.

LE

Larva in Training

Creature - Beast

Rare

GG

1/1

Tap: target creature, other than this one, gets +*/+* where * is equal to this creature's power.

KF

Lowland Dragon

Creature - Dragon

Rare

2GGG

5/5

Flying. If at any time you control no mountains, sacrifice Lowland Dragon. M: +1/+0. GGG: +1/+1.

LE

Lure

Enchant Creature

Uncommon

1GG

 

All creatures able to block enchanted creature do so.

LE

Mammoth Worm

Creature - Worm

Uncommon

6G

6/4

Tunneling. Buyback: GG. (You may pay an additional GG at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Marching Forests

Instant

Rare

3G

 

All lands become 1/1 creatures until end of turn. All forests become 3/3 creatures with trample.

ES

Monkey Brigade

Creature - Apes

Common

4G

3/3

Trample. When Monkey Brigade comes into play you may put up to three lands into play from your hand.

ES

Monkey Pack

Creature - Apes

Uncommon

3GG

3/3

When Monkey Pack comes into play you may place up to three lands into play from your hand. Monkey Pack gets +1/+1 for each creature blocking it until end of turn.

LE

Monkey Sentry

Creature - Ape

Rare

GG

1/1

Tap, GG: Return target monkey to owner's hand. When Monkey Sentry comes into play you may put up to two lands into play from your hand.

LE

Monkey Warrior

Creature - Ape

Common

2G

2/1

When Monkey Warrior comes into play you may put up to three lands into play from your hand. Buyback: 2. (You may pay an additional 2 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Mossrock Wurm

Creature - Wurm

Uncommon

5GG

5/5

Mossrock Wurm cannot be countered. Mossrock Wurm cannot be the target of spells or abilities. Trample.

ES

Mountainous Troll

Creature - Troll

Rare

4GGG

7/5

Trample. GGG: Regenerate. Tap: add GGG to your mana pool.

LE

Mystic Vines

Creature - Wall

Uncommon

GG

0/2

Tap, sacrifice Mystic Vines: Target creature gets +3/+3 and trample until end of turn.

LE

Noble Stag

Creature - Beast

Common

4G

4/3

Trample. All combat damage dealt Noble Stag is redirected to its controller.

LE

Orangutan Mystic

Creature - Ape

Rare

3GG

3/3

Whenever any creature is destroyed, you may pay that creature's casting cost to regenerate it. You take control of that creature.

LE

Peace and Quiet

Enchantment

Rare

G

 

2G: destroy all global enchantments. 2G: destroy target artifact.

LE

Plated Bognoth

Creature - Beast

Common

2G

2/2

Tap: target creature, other than this one, gets +2/+2.

KF

Pond Mage

Creature - Druid

Rare

2GG

1/1

Tap, UU: counter target spell unless its caster pays that spell's cost again. 1G: add U to your mana pool.

LE

Reckless Monkey

Creature - Ape

Uncommon

G

1/1

When Reckless Monkey comes into play you may destroy target artifact, if you do not, sacrifice Reckless Monkey; in addition you may put a land into play from your hand.

LE

Regroup

Sorcery

Rare

5G

 

Each player counts the total number of creatures they control, and then places all creatures they control on top of their owner's libraries. Each player then searches their library and hand for up to that number of creatures and puts them into play. All players shuffle their libraries afterwards.

ES

Root Cloak

Enchant Creature

Uncommon

1G

 

Enchanted creature gains "Pay this creature's casting cost: regenerate this creature."

KF

Root Dwellers

Creature - Gnomes

Common

1G

1/2

Tunneling.

LE

Root Elemental

Creature - Elemental

Rare

4GG

4/3

Trample. When Root Elemental comes into play from your hand, draw three cards.

KF

Salt-water Nyads

Creature - Spirit

Uncommon

4GG

3/2

Island-walk. 1G: Put Salt-water Nyads into play from your hand. Use this ability only in response to an opponent putting a island into play.

LE

Sandblast

Sorcery

Uncommon

3GG

 

Destroy target creature with flying, or destroy all artifacts target player controls, or destroy target land.

ES

Silent Jaguar

Creature - Cat

Common

2G

2/2

Buyback: 1G. (You may pay an additional 1G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Sleeping Giant

Creature - Giant

Uncommon

4GG

0/4

Trample. When Sleeping Giant comes into play, sacrifice two forests or bury it. Whenever Sleeping Giant blocks, it gets +6/+2 until the end of your turn.

LE

Snorting Warthog

Creature - Swine

Uncommon

1GG

2/2

If Snorting Warthog becomes blocked it gets +2/+2 and trample until the end of turn.

LE

Spirit of the Forest

Creature - Spirit

Rare

5GG

2/1

Flying. 2G: Put Spirit of the Forest into play from your hand. Use this ability only in response to an opponent putting a forest into play. Tap, sacrifice Spirit of the Forest: add a G to your mana pool for each forest in play.

LE

Sporadic Growth

Instant

Rare

1G

 

Target opponent chooses a card at random from your hand. Target creature gets +X/+X, where X is the total converted mana cost of the chosen card.

LE

Spray of Mist

Instant

Common

XG

 

X target creatures neither deal nor receive combat damage this turn. Discard Spray of Mist: target creature neither deals nor receives combat damage this turn.

ES

Stalking Panther

Creature - Cat

Common

G

2/2

Defection: 3. (During each player's upkeep that player may pay 3 to take control of this creature. You may pay 3 to counter this ability.)

KF

Sudden Expansion

Instant

Common

G

 

Target creature gets +2/+2 until end of turn. Discard Sudden Expansion: target creature gets +1/+1 until end of turn.

ES

Sudden Fury

Instant

Rare

G

 

Target creature gets +1/+1 for each creature blocking it until the end of turn. Buyback: 2. (You may pay an additional 2 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

ES

Surging Torrent

Sorcery

Uncommon

6GG

 

Destroy target permanent, or target creature gets +8/+0, flying and trample until the end of turn.

KF

Thrill of Victory

Enchantment

Rare

1GG

 

1G: all creatures get +1/+1. 2GG: all creatures target player controls get +1/+1. If at any time you control no creatures, sacrifice Thrill of Victory.

ES

Treaty by Land

Instant

Rare

2G

 

Counter target instant or sorcery spell and give control of a forest you control to that spell's owner.

LE

Unlimited Recruits

Enchantment

Rare

1G

 

All creature spells gain "Buyback: 2G. (You may pay an additional 2G at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)"

ES

Unstable Currents

Sorcery

Common

GG

 

Target creature gains trample, or return target creature with flying or target artifact to its owner's hand.

ES

Wall of Ivy

Creature - Wall

Common

G

0/2

Tap: add G to your mana pool. G: regenerate Wall of Ivy.

LE

Wandering Monkeys

Creature - Apes

Common

1G

2/2

When Wandering Monkeys comes into play you may put up to two lands into play from your hand. During each player's upkeep, if that player has more lands than any other, they gain control of Wandering Monkeys.

LE

Wild Bognithe

Creature - Beasts

Common

1GG

3/3

 

LE

Wild Stampede

Instant

Rare

X4G

 

Place a +X/+X counter on each creature you control. These creatures get trample until the end of the turn.

ES

Wind Elemental

Creature - Elemental

Rare

4GG

5/4

4GG: untap Wind Elemental. Wind Elemental cannot be the target of spells or effects.

KF

Wurmroot Treefolk

Creature - Treefolk

Uncommon

2G

7/6

Trample. When Wurmroot Treefolk comes into play, tap it and place five -1/-1 counters on it. Whenever you would untap Wurmroot Treefolk, if there are any -1/-1 counters on it, remove a -1/-1 counter instead. Whenever Wurmroot Treefolk is the target of a spell or ability, remove a -1/-1 counter from it.

ES

Legend:
LE - Lord's of the Earth
ES - Edgecomb's Stand
KF - Kardan's Fall

Please note: for the sake of the space on the page I have ommitted quotes and card numbers. If we decide to go ahead with these cards, I assume we will have to do a bit of adding and subtracting of cards to fit the state of the environment when they would be released, so the numbering will probably have to be totally redone then. For more thoughts on quotes and numbering, please see the section titled "Other Thoughts" off of the main page.
Green
LotE
Games
Ideas
c2m

WDATM?