Stronghold

Awakening

Awakening {2}{G}{G}

Enchantment
At the beginning of each upkeep, untap all creatures and lands.
"There are times when destiny calls forth a people and demands an action. Now is the time. We are the people. This is our action. Charge!"
—Eladamri, Lord of Leaves
Burgeoning

Burgeoning {G}

Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
"The plants said, 'We will fight the stone with root and stem and seed. We are patient. We will win.'"
—Skyshroud myth of the forest
Carnassid

Carnassid {4}{G}{G}

Creature - Beast
Trample
{1}{G}: Regenerate Carnassid.
The hunter would never forget the time or place where he first met the carnassid, for they buried him there.
5/4
Constant Mists

Constant Mists {1}{G}

Instant
Buyback—Sacrifice a land.
Prevent all combat damage that would be dealt this turn.
Crossbow Ambush

Crossbow Ambush {G}

Instant
Creatures you control gain reach until end of turn.
There is no drake that flies faster than a crossbow bolt.
—Vec saying
Elven Rite

Elven Rite {1}{G}

Sorcery
Distribute two +1/+1 counters among one or two target creatures.
As the bough stretches, so shall you grow. As the roots spread, so shall you thrive.
Endangered Armodon

Endangered Armodon {2}{G}{G}

Creature - Elephant
When you control a creature with toughness 2 or less, sacrifice Endangered Armodon.
These are its last days. Its doom to be remembered only until the hunters hunger again.
4/5
Hermit Druid

Hermit Druid {1}{G}

Creature - Human Druid
{G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Seeking the company of plants ensures that your wits will go to seed.
1/1
Lowland Basilisk

Lowland Basilisk {2}{G}

Creature - Basilisk
Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat.
Unlike their cousins, Rathi basilisks turn their victims into puddles of flowstone.
1/3
Mulch

Mulch {1}{G}

Sorcery
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Hope is the one crop that can grow in any climate.
Overgrowth

Overgrowth {2}{G}

Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}{G}.
Life needs no encouragement.
Primal Rage

Primal Rage {1}{G}

Enchantment
Creatures you control have trample.
"Charge!" A great cry went out, and countless elves and Vec soldiers charged up the mountain. Their fury and passion hid the fact that they were horribly outnumbered.
Provoke

Provoke {1}{G}

Instant
Untap target creature you don't control. That creature blocks this turn if able.
Draw a card.
Mirri did not have time to think, only to react.
Skyshroud Archer

Skyshroud Archer {G}

Creature - Elf Archer
{T}: Target creature with flying gets -1/-1 until end of turn.
In Rath, arrows are guided not by virtue but by necessity.
1/1
Skyshroud Troopers

Skyshroud Troopers {3}{G}

Creature - Elf Druid Warrior
{T}: Add {G}.
"We were not made for war. Like flowstone, Volrath shaped us to it."
—Eladamri, Lord of Leaves
3/3
Spike Breeder

Spike Breeder {3}{G}

Creature - Spike
Spike Breeder enters the battlefield with three +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature.
{2}, Remove a +1/+1 counter from Spike Breeder: Create a 1/1 green Spike creature token.
0/0
Spike Colony

Spike Colony {4}{G}

Creature - Spike
Spike Colony enters the battlefield with four +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature.
0/0
Spike Feeder

Spike Feeder {1}{G}{G}

Creature - Spike
Spike Feeder enters the battlefield with two +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Feeder: You gain 2 life.
0/0
Spike Soldier

Spike Soldier {2}{G}{G}

Creature - Spike Soldier
Spike Soldier enters the battlefield with three +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.
0/0
Spike Worker

Spike Worker {2}{G}

Creature - Spike
Spike Worker enters the battlefield with two +1/+1 counters on it.
{2}, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.
0/0
Spined Wurm

Spined Wurm {4}{G}

Creature - Wurm
"As it moved, the wurm's spines gathered up bits of flowstone, which took the shapes of dead villagers' heads. Each head spoke a single sound, but if taken together, they said, 'Alas for the living.'"
—Dal myth of the wurm
5/4
Tempting Licid

Tempting Licid {2}{G}

Creature - Licid
{G}, {T}: Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {G} to end this effect.
All creatures able to block enchanted creature do so.
2/2
Verdant Touch

Verdant Touch {1}{G}

Sorcery
Buyback {3}
Target land becomes a 2/2 creature that's still a land.
Volrath's Gardens

Volrath's Gardens {1}{G}

Enchantment
{2}, Tap an untapped creature you control: You gain 2 life. Activate only as a sorcery.
"Watch yourself," warned Starke. "These plants aren't nice when they're hungry."
Wall of Blossoms

Wall of Blossoms {1}{G}

Creature - Plant Wall
Defender
When Wall of Blossoms enters the battlefield, draw a card.
Each flower identical, every leaf and petal disturbingly exact.
0/4