Mercadian Masques

Horned Troll

Horned Troll {2}{G}

Creature - Troll
{G}: Regenerate Horned Troll.
"If I says it's a troll, it's a troll. Goblins is always right in Mercadia."
—Squee
2/2
Howling Wolf

Howling Wolf {2}{G}{G}

Creature - Wolf
When Howling Wolf enters, you may search your library for up to three cards named Howling Wolf, reveal them, put them into your hand, then shuffle.
2/2
Hunted Wumpus

Hunted Wumpus {3}{G}

Creature - Beast
When Hunted Wumpus enters, each other player may put a creature card from their hand onto the battlefield.
Just one can feed a dozen people for a month.
6/6
Invigorate

Invigorate {2}{G}

Instant
If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life.
Target creature gets +4/+4 until end of turn.
Land Grant

Land Grant {1}{G}

Sorcery
If you have no land cards in hand, you may reveal your hand rather than pay this spell's mana cost.
Search your library for a Forest card, reveal that card, put it into your hand, then shuffle.
Ley Line

Ley Line {3}{G}

Enchantment
At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of their choice.
"I can feel the strength of the entire forest."
—Gerrard
Lumbering Satyr

Lumbering Satyr {2}{G}{G}

Creature - Satyr Beast
All creatures have forestwalk.
The satyr carves the path that all of Rushwood follows.
—Cho-Arrim saying
5/4
Lure

Lure {1}{G}{G}

Enchantment - Aura
Enchant creature
All creatures able to block enchanted creature do so.
Deepwood's reach is not long, so it invites its enemies in.
Megatherium

Megatherium {2}{G}

Creature - Beast
Trample
When Megatherium enters, sacrifice it unless you pay {1} for each card in your hand.
4/4
Natural Affinity

Natural Affinity {2}{G}

Instant
All lands become 2/2 creatures until end of turn. They're still lands.
As long as the dryads are a part of the forest, the forest is a part of the army.
Pangosaur

Pangosaur {2}{G}{G}

Creature - Dinosaur
Whenever a player plays a land, return Pangosaur to its owner's hand.
Only Rushwood is vast enough to swallow this creature whole.
6/6
Revive

Revive {1}{G}

Sorcery
Return target green card from your graveyard to your hand.
Gerrard's heart ached, recalling the living wreath Mirri laid for her dead kin. No such memorial was left for her in Rath.
Rushwood Dryad

Rushwood Dryad {1}{G}

Creature - Dryad
Forestwalk
Rushwood is a living jewel that reflects its dwellers' hearts.
2/1
Rushwood Elemental

Rushwood Elemental {G}{G}{G}{G}{G}

Creature - Elemental
Trample
At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.
4/4
Rushwood Herbalist

Rushwood Herbalist {2}{G}

Creature - Human Spellshaper
{G}, {T}, Discard a card: Regenerate target creature.
When generals gather their armies, healers gather their herbs.
2/2
Rushwood Legate

Rushwood Legate {2}{G}

Creature - Dryad
If an opponent controls an Island and you control a Forest, you may cast this spell without paying its mana cost.
2/1
Saber Ants

Saber Ants {3}{G}

Creature - Insect
Whenever Saber Ants is dealt damage, you may create that many 1/1 green Insect creature tokens.
They stay on the battlefield only long enough to consume the losers.
2/3
Sacred Prey

Sacred Prey {G}

Creature - Horse
Whenever Sacred Prey becomes blocked, you gain 1 life.
To see one is a good omen to the Cho-Arrim.
1/1
Silverglade Elemental

Silverglade Elemental {4}{G}

Creature - Elemental
When Silverglade Elemental enters, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.
4/4
Silverglade Pathfinder

Silverglade Pathfinder {1}{G}

Creature - Dryad Spellshaper
{1}{G}, {T}, Discard a card: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
1/1
Snake Pit

Snake Pit {3}{G}

Enchantment
Whenever an opponent casts a blue or black spell, you may create a 1/1 green Snake creature token.
If the ground is smooth, the way will be rough.
—Deepwood saying
Snorting Gahr

Snorting Gahr {2}{G}{G}

Creature - Rhino Beast
Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.
There's little advantage to surprising the gahr.
3/3
Spidersilk Armor

Spidersilk Armor {2}{G}

Enchantment
Creatures you control get +0/+1 and have reach.
It hardly weighs anything, but it takes all day to remove.
Spontaneous Generation

Spontaneous Generation {3}{G}

Sorcery
Create a 1/1 green Saproling creature token for each card in your hand.
Saprolings always thrive on the ruins of others, and Mercadia ruins more than most.
Squall

Squall {2}{G}

Sorcery
Squall deals 2 damage to each creature with flying.
The air that holds them aloft can just as easily put them down.