Wildwood Scourge enters the battlefield with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on Wildwood Scourge.
Vigilance {T}: Spells you cast this turn that are white and/or blue cost {X} less to cast, where X is the amount of life you gained this turn. Activate only as a sorcery.
"It's easy to cry 'For glory!' and charge those who disagree with you. But it takes finesse to turn enemies into allies rather than corpses."
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control Willbreaker.
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on Willow Geist. When Willow Geist dies, you gain life equal to its power.
You may choose not to untap Willow Satyr during your untap step. {T}: Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped.
Flying When Willow-Wind enters the battlefield, scry 2.
The branches of the willow began to sway violently. Frodo called for help, but he could hardly hear his own voice: it was blown away from him by the willow-wind and drowned in a clamor of leaves.
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Every elf in Shadowmoor is charged from birth with a terrible duty: to strike back against the ugliness and darkness, even though they are all around and seemingly without end.
Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it onto the battlefield instead of putting it into your graveyard.
Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.