Adventures in the Forgotten Realms

Dire Wolf Prowler

Dire Wolf Prowler {2}{G}

Creature - Wolf
{1}{G}: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
Large as horses, dire wolves must hunt often to satisfy thier ravenous hunger. A mere human does little more than blunt their appetite.
2/2
Related card: Garruk, Wrath of the Wilds
Druid Class

Druid Class {1}{G}

Enchantment - Class
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
{2}{G}: Level 2
You may play an additional land on each of your turns.
{4}{G}: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Related card: Druid Class (Alchemy)
Ellywick Tumblestrum

Ellywick Tumblestrum {2}{G}{G}

Legendary Planeswalker - Ellywick
[+1]: Venture into the dungeon.
[–2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[–7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Loyalty:
4
Related cards: Dungeon of the Mad Mage Ellywick Tumblestrum (Alchemy) Lost Mine of Phandelver Tomb of Annihilation
Elturgard Ranger

Elturgard Ranger {4}{G}

Creature - Human Elf Ranger
Reach
When Elturgard Ranger enters the battlefield, create a 2/2 green Wolf creature token.
Since the fall of Elturel, they've walked the Sword Coast from Tethyr to Icewind Dale, eyes always on their prey.
4/1
Find the Path

Find the Path {2}{G}

Enchantment - Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon.
Enchanted land has "{T}: Add {G}{G}."
Related cards: Dungeon of the Mad Mage Find the Path (Alchemy) Lost Mine of Phandelver Tomb of Annihilation
Froghemoth

Froghemoth {3}{G}{G}

Creature - Frog Horror
Trample, haste
Whenever Froghemoth deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on Froghemoth for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
4/4
Gnoll Hunter

Gnoll Hunter {1}{G}

Creature - Gnoll
Pack tactics — Whenever Gnoll Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on Gnoll Hunter.
Yipping and cackling, the hunters tore through the village, leaving nothing but snapped bones and burning homes in their wake.
2/2
Green Dragon

Green Dragon {4}{G}{G}

Creature - Dragon
Flying
Poison Breath — When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
Green dragons take special pleasure in corrupting the good-hearted.
4/4
Hill Giant Herdgorger

Hill Giant Herdgorger {4}{G}{G}

Creature - Giant
When Hill Giant Herdgorger enters the battlefield, you gain 3 life.
A shepherd's crook is useful for cleaning bits of wool out of the teeth.
7/6
Hunter's Mark

Hunter's Mark {3}{G}

Instant
This spell costs {3} less to cast if it targets a blue permanent you don't control.
This spell can't be countered.
Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
Inspiring Bard

Inspiring Bard {3}{G}

Creature - Elf Bard
When Inspiring Bard enters the battlefield, choose one —
• Bardic Inspiration — Target creature gets +2/+2 until end of turn.
• Song of Rest — You gain 3 life.
"Wake up, my friends! There are deeds to be done and treasures to be won!"
3/3
Instrument of the Bards

Instrument of the Bards {G}

Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Intrepid Outlander

Intrepid Outlander {1}{G}

Creature - Orc Ranger
Reach
Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon.
2/3
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Loathsome Troll

Loathsome Troll {3}{G}{G}

Creature - Troll
{3}{G}: Roll a d20. Activate only if Loathsome Troll is in your graveyard.
1—9 | Put Loathsome Troll on top of your library.
10—19 | Return Loathsome Troll to your hand.
20 | Return Loathsome Troll to the battlefield tapped.
6/2
Long Rest

Long Rest {X}{G}{G}{G}

Sorcery
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
A job well done means a rest well earned.
Lurking Roper

Lurking Roper {2}{G}

Creature - Horror
Lurking Roper doesn't untap during your untap step.
Whenever you gain life, untap Lurking Roper.
"You see, stalac-tites grow down from the ceiling, while stalag-mites reach—AAHHHHHHHHH—"
4/5
Neverwinter Dryad

Neverwinter Dryad {G}

Creature - Dryad
{2}, Sacrifice Neverwinter Dryad: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.
Its life force entwined with its tree, a dryad is an elusive and solitary being that wishes only to be left alone.
1/1
Ochre Jelly

Ochre Jelly {X}{G}

Creature - Ooze
Trample
Ochre Jelly enters the battlefield with X +1/+1 counters on it.
Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down.
0/0
Related card: Ochre Jelly (Alchemy)
Old Gnawbone

Old Gnawbone {5}{G}{G}

Legendary Creature - Dragon
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.
7/7
Owlbear

Owlbear {3}{G}{G}

Creature - Bird Bear
Trample
Keen Senses — When Owlbear enters the battlefield, draw a card.
Many people believe a misguided wizard created the first owlbear, but others insist that these creatures have always dwelled in the Feywild.
4/4
Plummet

Plummet {1}{G}

Instant
Destroy target creature with flying.
The dragon's noxious breath withered the forest. The whistle of a hundred arrows filled the air. The ground roiled as if shaken by an earthquake. The tyrant fell from the sky.
Related card: You Line Up the Shot
Prosperous Innkeeper

Prosperous Innkeeper {1}{G}

Creature - Halfling Citizen
When Prosperous Innkeeper enters the battlefield, create a Treasure token.
Whenever another creature enters the battlefield under your control, you gain 1 life.
1/1
Purple Worm

Purple Worm {5}{G}{G}

Creature - Worm
This spell costs {2} less to cast if a creature died this turn.
Ward {2}
Underground civilizations maintain magical barriers around their settlements to deter these monsters.
8/7
Ranger Class

Ranger Class {1}{G}

Enchantment - Class
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.
{1}{G}: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
{3}{G}: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Ranger's Longbow

Ranger's Longbow {1}{G}

Artifact - Equipment
Equipped creature gets +2/+1 and has reach.
Equip {3}
With the right weapon, a fearsome beholder is nothing more than a big floating bullseye.