M:tG card similarity search
4GG · Enchantment — Aura
Enchant green creature Enchanted creature gets +6/+6. {G}{G}{G}, Sacrifice Wurmweaver Coil: Create a 6/6 green Wurm creature token.
Name | Mana | Type | Text |
---|---|---|---|
Beast Attack | 2GGG | Instant | Create a 4/4 green Beast creature token. Flashback {2}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Shadowbeast Sighting | 3G | Sorcery | Create a 4/4 green Beast creature token. Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.) |
Howl of the Night Pack | 6G | Sorcery | Create a 2/2 green Wolf creature token for each Forest you control. |
Verdeloth the Ancient | 4GG | Legendary Creature — Treefolk | Kicker {X} (You may pay an additional {X} as you cast this spell.) Saproling creatures and other Treefolk creatures get +1/+1. When Verdeloth the Ancient enters the battlefield, if it was kicked, create X 1/1 green Saproling creature tokens. 4/7 |
Bestial Menace | 3GG | Sorcery | Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token. |
Somberwald Beastmaster | 6G | Creature — Human Ranger | When Somberwald Beastmaster enters the battlefield, create a 2/2 green Wolf creature token, a 3/3 green Beast creature token, and a 4/4 green Beast creature token. Creature tokens you control have deathtouch. 1/1 |
Orochi Eggwatcher | 2G | Creature — Snake Shaman | {2}{G}, {T}: Create a 1/1 green Snake creature token. If you control ten or more creatures, flip Orochi Eggwatcher. 1/1 |
Soul of Zendikar | 4GG | Creature — Avatar | Reach {3}{G}{G}: Create a 3/3 green Beast creature token. {3}{G}{G}, Exile Soul of Zendikar from your graveyard: Create a 3/3 green Beast creature token. 6/6 |
Jade Mage | 1G | Creature — Human Shaman | {2}{G}: Create a 1/1 green Saproling creature token. 2/1 |
Child of the Pack | 2RG | Creature — Human Werewolf | {2}{R}{G}: Create a 2/2 green Wolf creature token. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/5 |