Casual Magic the Gathering
 
Casual Magic the Gathering is dedicated to the casual play of Magic the Gathering.


Magic the Gathering Cards
Magic the Gathering
Cards Store

Home
Articles
Magic Library
Magic Shop
Custom Cards
Contact Us
Links
Submissions
Newsletter
   

A Complete Review of Odyssey (green)

229. Bearscape 1GG Enchantment (R)
1G, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play.

==> FUN: 4
I love token generators, especially well-priced ones like this. It's too bad Bearscape inherently limits the number of tokens by requiring cards in your graveyard, but green doesn't have a hard time getting a lot of those (Mulch, Gamekeeper).

--
230. Beast Attack 2GGG Instant (U)
Put a 4/4 green Beast creature token into play. Flashback 2GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 5
I love Simian Grunts and I've been burned more than once by, of all things, Benalish Knight, so I know that instant creatures are good. Especially big ones, like this. Play it as a surprise blocker and it's almost guaranteed to be able to take out one attacker and survive. On top of that, the mere threat of being able to do it again will make opponents think twice about further attacks. Even against creatureless decks Beast Attack is good, because both beasts can hit at least once before sorcery speed removal can kill them if you cast them at the end of your opponent's turn. Of course, tokens are more vulnerable than cards, mainly to bounce and cards like Pernicious Deed, but that doesn't stop me from wanting four of these.

--
231. Call of the Herd 2G Sorcery (R)
Put a 3/3 green Elephant creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 3
A very solid creature at 3 mana for a 3/3. Play a first turn mana creature, a second turn Call of the Herd and pay the flashback on the third turn for a very solid start. It beats me why this is a rare, though. Maybe because it's slightly undercosted and thus likely to be popular. It should have been a common.

--
232. Cartographer 2G Creature - Townsfolk 2/2 (C)
When Cartographer comes into play, you may return target land card from your graveyard to your hand.

==> FUN: 4
I've been meaning to build a deck around this guy since he first came out in Exodus. With lands like Quicksand, Strip Mine and Wasteland that shouldn't be too hard. Odyssey has a few lands with some potential as well. Use Stampeding Wildebeests or Umbilicus to bounce the Cartographer.

--
233. Chatter of the Squirrel G Sorcery (C)
Put a 1/1 green Squirrel creature token into play. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 4
Not especially strong, but combines well with cards like Fecundity, Soul Net and any effect that requires the sacrifice of a creature.

--
234. Chlorophant GGG Creature - Elemental 1/1 (R)
At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant. Threshold - At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
Reminiscent of Rushwood Elemental. It starts out as a vulnerable 1/1, but if your opponent doesn't get rid of it quickly, it'll grow out of control within a few turns. And that's without threshold. With it, it's a 3/3 for 3 mana on the first turn it can attack and a 5/5 on the next.

--
235. Crashing Centaur 4GG Creature - Centaur 3/4 (U)
G, Discard a card from your hand: Crashing Centaur gains trample until end of turn. Threshold - Crashing Centaur gets +2/+2 and can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
At 6 mana, you'll have plenty of time to work on reaching threshold before casting this. The trample ability looks pretty bad at first, but when you think about it, it can be used to reach threshold in response to a Terror, making it untargetable.

--
236. Deep Reconnaissance 2G Sorcery (U)
Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 3
Another overcosted flashback. By the time you get to five mana, getting more land out isn't usually a priority. Not a bad card for (rare-light) five color green decks, but Harrow and Yavimaya Elder are just better.

--
237. Diligent Farmhand G Creature - Druid 1/1 (C)
1G, Sacrifice Diligent Farmhand: Search your library for a basic land card, and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a Muscle Burst.

==> FUN: 4
Rampant Growth on a stick. Useful. Especially because the ability can be played as an instant, so you could get cardadvantage out of it. Improving Muscle Burst is just icing. Very nice icing, though.

--
238. Druid Lyrist G Creature - Druid 1/1 (C)
G, Tap, Sacrifice Druid Lyrist: Destroy target enchantment.

==> FUN: 3
A druid version of Elvish Lyrist, which, if I'm not mistaking, is already in seventh edition anyway. That's a bit of a waste. A good card, but I don't see a need to play with eight of them in a deck.

--
239. Druid's Call 1G Enchant Creature (U)
Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play.

==> FUN: 4
Saber Ants have proven their worth already. Druid's Call is more risky, because it's a creature enchantment, but it's still a great card. Put it on a high toughness creature like Jungle Barrier to discourage attacks. Add cards like Spiteful Bully to create a few tokens each turn and Fecundity to draw cards when a Tremor or Pyroclasm kills them. Also fun on a Task Force with a lot of en-Kors in play. Earthquake for five and get a few dozen squirrels while none of your creatures die (the en-Kors redirect their damage to the Task Force, which has as much toughness as it needs to survive because it can be targeted at will by an en-Kor.

--
240. Elephant Ambush 2GG Instant (C)
Put a 3/3 green Elephant creature token into play. Flashback 6GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 4
The high flashback stops it from being on par with Beast Attack. It's still an instant creature with an option for a second, though.

--
241. Gorilla Titan 3GG Creature - Ape 4/4 (U)
Trample. Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard.
"I want a banana this big!"

==> FUN: 4
I wonder if that flavor text has anything to do with Uktabi Orangutan's nickname of Sex Monkey (look carefully at the picture to understand). Then again, sometimes a banana is just a banana. A very nice creature with a kind of anti-threshold ability. It's not easy to keep your graveyard empty, but if you stick mostly to flashback spells and permanents and use a card like Bearscape to mop up after a Wrath, it should be doable.

--
242. Ground Seal 1G Enchantment (R)
When Ground Seal comes into play, draw a card. Cards in graveyards can't be the targets of spells or abilities.

==> FUN: 3
Although it's a rare hoser, I don't mind it too much, because it's a cantrip. That means it's easier to maindeck. It remains to be seen how powerful the effect is. There is a lot of graveyard manipulation in magic and especially in Odyssey, but how many of it is targeted? Ground Seal also works as a defensive card, to help you keep threshold and protect your flashback cards. It won't work against cards like Tormod's Crypt, though.

--
243. Holistic Wisdom 1GG Enchantment (R)
2, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land and sorcery.)

==> FUN: 5
A reusable limited Regrowth. It's not all that strong in tournament worthy decks, because you shouldn't be drawing a lot of dead cards anyway, but in casual decks it's great. Change small creatures into big ones, spare basic lands into Wastelands, a late Harrow into a Giant Growth, a Mind Stone into a Nevinyrral's Disk or a Rampant Growth into an Overrun or Wrath. Get exactly what you need when you need it.

--
244. Howling Gale 1G Instant (U)
Howling Gale deals 1 damage to each creature with flying and to each player. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 1
Predictably, green gets a fliers-only version of red's Volcanic Spray. Fliers are rarely seen in great numbers, though, and when they are they're usually too big to kill with this. Unlike Volcanic Spray, this is an instant, but that doesn't save it from being bad.

--
245. Ivy Elemental XG Creature - Elemental 0/0 (R)
Ivy Elemental comes into play with X +1/+1 counters on it.

==> FUN: 3
An interesting card, although I prefer Krakilin because it's uncommon and regenerates. Ivy Elemental has the problem that it's a bad creature, no matter what X you cast it at. A 1/1 for 2 or a 9/9 for 10 or anything in between is overcosted. Not by much, but the flexibility isn't worth it. Only when you get mana well into the double figures can it become more interesting, but at that point a red damage spell is more useful and not as vulnerable to countermeasures like Terror. The one good use for Ivy Elemental that I can see is in a Spike Deck. Cast a huge Ivy Elemental and use Spike Rogue to move the +1/+1 counters to a Spike Weaver of Feeder.

--
246. Krosan Archer 3G Creature - Centaur 2/3 (C)
Krosan Archer may block as though it has flying. G, Discard a card from your hand: Krosan Archer gets +0/+2 until end of turn.

==> FUN: 2
Too bland and expensive for my tastes, green has much better creatures.

--
247. Krosan Avenger 2G Creature - Druid 3/1 (C)
Trample Threshold - 1G: Regenerate Krosan Avenger. (Play this ability only if seven or more cards are in your graveyard.)

==> FUN: 2
A 3/1 is too vulnerable and trample on it is almost useless. Trample is best on big creatures that can survive getting chumpblocked. Regeneration makes it a bit better, but it takes too long before it becomes useful. By that time, you should be casting much bigger creatures.

--
248. Krosan Beast 3G Creature - Squirrel Beast 1/1 (R)
Threshold - Krosan Beast gets +7/+7. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
I had this one pegged as a fake rumor when I first heard about it. That had more to do with the threshold ability not making much sense to me at the time, though. Looking back, though, threshold seems like an interesting mechanic. By giving it a name, instead of just writing "Krosan Beast has +7/+7 as long as seven or more cards are in your graveyard." it opens the road to cards that affect threshold ("All players lose threshold." or "If you have five lands or more in play, you have threshold.") Krosan Beast is seriously good when you have threshold (an 8/8 for 4 mana is undercosted I'd say), but seriously weak when you don't. I have a feeling threshold will take too long to achieve. At that point, a control deck will already have control and threshold shouldn't make a difference anymore then.

--
249. Leaf Dancer 1GG Creature - Centaur 2/2 (C)
Forestwalk

==> FUN: 1
Forestwalk is useful enough, but for that price I'd rather have Mirri, Cat Warrior Princess or Jolrael's Centaur.

--
250. Metamorphic Wurm 3GG Creature - Elephant Wurm 3/3 (U)
Threshold - Metamorphic Wurm gets +4/+4. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
This is more my style. A 7/7 for 5 mana is still very good and it's a usable creature even before you reach threshold, unlike Krosan Beast.

--
251. Moment's Peace 1G Instant (C)
Prevent all combat damage that would be dealt this turn. Flashback 2G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 3
Two moments' peace for the price of one card. Could be a useful stall card.

--
252. Muscle Burst 1G Instant (C)
Target creature gets +X/+X until end of turn, where X is 3 plus the number of Muscle Burst cards in all graveyards.

==> FUN: 4
A maximum of +10/+10 isn't bad for a 2cc instant. Worth playing with Diligent Farmhand for. It's much easier to get into your graveyard than the Flame Burst enhancer. Of course the downside is that a turn one Farmhand telegraphs that you're playing with Muscle Bursts.

--
253. Nantuko Disciple 3G Creature - Insect Druid 2/2 (C)
G, Tap: Target creature gets +2/+2 until end of turn.

==> FUN: 2
Probably useful in sealed, but not in constructed.

--
254. Nantuko Elder 2G Creature - Insect Druid 1/2 (U)
Tap: Add 1G to your mana pool.

==> FUN: 4
Fyndhorn Elder with one extra toughness, giving 1G instead of GG. Too bad it's not an elf or it would have been a good choice for an elf theme deck. It's not a bad card, because the tap ability basically acts as two lands, which makes it some form of card advantage. Not very practical, though.

--
255. Nantuko Mentor 2G Creature - Insect Druid 1/1 (R)
2G, Tap: Target creature gets +X/+X until end of turn, where X is that creature's power.

==> FUN: 1
Another strong card for sealed. Too strong, probably, which is why it's a rare. I think it's too fragile and somewhat boring, making it a less than stellar rare.

--
256. Nantuko Shrine 1GG Enchantment (R)
Whenever a player plays a spell, that player puts X 1/1 green Squirrel creature tokens into play, where X is the number of cards in all graveyards with the same name as that spell.

==> FUN: 4
Like the white one, this Shrine encourages playing duplicates of cards, unlike the other Shrines, which punish playing with them. I prefer the green one. Although the black is probably more powerful, this one creates token creatures, which are easy to exchange for cardadvantage with Fecundity or similar. They're also useful chump blockers and fearsome with an Overrun to back them up. I could see a blue-green deck with Nantuko Shrine, Overrun, Fact or Fiction, Accumulated Knowledge, Diligent Farmhand, Muscle Burst, Chatter of the Squirrel and Counterspells. Add some more creatures like Merfolk Looters and you have a fun, if not necessarily strong, deck. It's too bad Diligent Farmhand only counts as a Muscle Burst for Muscle Burst's effect, not for the Shrines.

--
257. New Frontiers XG Sorcery (R)
Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it.

==> FUN: 4
Certainly an interesting card. It's too bad your opponent will get to untap the extra lands first. That could cause problems. The mirror effect stops New Frontiers from being great. It's certainly a good card, but you have to make sure you can get more out of it than your opponent. It can be used to pump up Molimo and to make him easier to cast. A more devious use is to let your opponent play every permanent in his hand with all the extra mana and then cast Obliterate during your turn. It clears the board, with a lot of lands already out of both of your decks. To recover first, play with lots of lands or use Gush in response. Or follow a New Frontiers with a Natural Balance and play the land Lhurgoyf. It takes a bit of work, but it's all green and creates a nice, big creature.

--
258. Nimble Mongoose G Creature - Mongoose 1/1 (U)
Nimble Mongoose can't be the target of spells or abilities. Threshold - Nimble Mongoose gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
There's not much point to an untargetable 1/1. It becomes a strong creature when you have threshold, though, but that could take a while.

--
259. Nut Collector 5G Creature - Druid 1/1 (R)
At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play. Threshold - All Squirrels get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 5
Nut Collector is a lot like Verdant Force... except that it's pathetically small for 6 mana and only gives one token per turn, instead of one for each of your opponents' turns. On the plus side, by the time you cast this, you should be close to threshold and with a few squirrels out, you can go on the offensive. It's a great cards for a squirrel theme deck, with Deranged Hermit, Squirrel Farm and Coat of Arms/Overrun.

--
260. Overrun 2GGG Sorcery (U)
Creatures you control get +3/+3 and gain trample until end of turn.

==> FUN: 4
Speak of the devil!

--
261. Piper's Melody G Sorcery (U)
Shuffle any number of target creature cards from your graveyard into your library.

==> FUN: 1
Much worse than repopulate, you can't even use it on your opponent.

--
262. Primal Frenzy G Enchant Creature (C)
Enchanted creature has trample.

==> FUN: 1
Even as a cantrip, I probably wouldn't play it. After Rancor, Primal Frenzy is an insult. It has my vote for the worst card recently printed.

--
263. Rabid Elephant 4G Creature - Elephant 3/4 (C)
Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.

==> FUN: 2
Nice with Lure on it, but nothing special otherwise.

--
264. Refresh 2G Instant (C)
Regenerate target creature. Draw a card.

==> FUN: 3
At 2 mana it would have been playable. As it is, I like it, but it's probably too much to keep 3 mana open all the time.

--
265. Rites of Spring 1G Sorcery (C)
Discard any number of cards from your hand. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.

==> FUN: 3
With the black Rites, each of the cards you discard becomes a Coercion effect. That's pretty good, but for Rites of Spring, the effect is much less strong. It would have been a useful card if it allowed you to search for one extra basic lands or non-basics. As it is, it can help you reach threshold and get enough mana to pay for flashback spells. It'll even thin some lands out of your deck. But it's not a good card.

--
266. Roar of the Wurm 6G Sorcery (U)
Put a 6/6 green Wurm creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 4
Maybe I should give Rites of Spring another look. Turn one mana elf, followed by turn 2 Rites of Spring, discarding Roar of the Wurm and turn three pay its flashback. Well, it's a bit combo-ish, but the cheap flashback makes this a promising card. I'd try it in a green/blue deck with plenty of flashback creatures and Merfolk Looter. Of course with Traumatize, Accumulated Knowledge and Fact or Fiction. Even without tricks, Roar of the Wurm is pretty good, though. It's hard to argue with two 6/6 wurms.

--
267. Seton, Krosan Protector GGG Creature - Centaur Druid Legend 2/2 (R)
Tap an untapped Druid you control: Add G to your mana pool.

==> FUN: 3
Most druids already have better tap abilities than mana generation. And most druids are not very useful and expensive to cast. If I want lots of creatures that can make mana, I'd rather play elves.

--
268. Seton's Desire 2G Enchant Creature (C)
Enchanted creature gets +2/+2. Threshold - All creatures able to block enchanted creature do so. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
Without threshold it's mediocre, but Lure is a useful effect. For best results, cast it on a Lowland Basilisk with a Broken Fall in play. Your opponent will do anything to stop you reaching threshold. It should work well on Saprazzan Heir, too.

--
269. Simplify G Sorcery (C)
Each player sacrifices an enchantment.

==> FUN: 3
It could be useful if you have an enchantment that's outlived its use, like a Delaying Shield with too many counters. Most of the time, though, Simplify only shines against untargetable enchantments, but there aren't a lot of those around. And with Sterling Grove in play to make an enchantment untargetable, your opponent can just sacrifice the Grove instead. A Diabolic Edict effect for enchantments isn't nearly as useful as it is for creatures.

--
270. Skyshooter 1G Creature - Centaur 1/2 (U)
Skyshooter may block as though it has flying. Tap, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.

==> FUN: 3
An easy way to get rid of those pesky dragon legends from Invasion. It's mostly a sideboard card, though, because a 1/2 doesn't do enough if it has no fliers to shoot down.

--
271. Spellbane Centaur 2G Creature - Centaur 3/2 (R)
Creatures you control can't be the targets of blue spells or abilities from blue sources.

==> FUN: 1
Another rare hoser. As a hoser, it's not that bad, although it's vulnerable to counters and Shocks. It's playable in your main deck if you expect a lot of blue, but not good enough to play in your sideboard when you can choose to play something uncounterable instead.

--
272. Springing Tiger 3G Creature - Cat 3/3 (C)
Threshold - Springing Tiger gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 3
--
273. Squirrel Mob 1GG Creature - Squirrel 2/2 (R)
Squirrel Mob gets +1/+1 for each other Squirrel in play.

==> FUN: 3
Strictly for a squirrel theme deck.

--
274. Squirrel Nest 1GG Enchant Land (U)
Enchanted land has "Tap: Put a 1/1 green Squirrel creature token into play."

==> FUN: 5
Enchanted land becomes a Kjeldoran Outpost. It's not as good as the Outpost, of course, because it can be countered and Disenchanted. Still, it's a good way to stall until you're ready to Wrath. It's more food for a squirrel theme deck and good with Awakening. The thing I like best is that it's not rare, so it'll be reasonably cheap to get a few. Squirrel Nest is completely silly with Earthcraft. Tap the enchanted land to make a squirrel, tap the squirrel to untap the land. Tap the land to make a squirrel... etc etc.

--
275. Still Life 1GG Enchantment (U)
GG: Still Life becomes a 4/3 Centaur creature until end of turn. It's still an enchantment.

==> FUN: 3
Fits well in a deck that uses Chimeric Idol, Opal Acrolith, Blinking Spirit, Spirit Mirror and Penumbra creatures to be able to play Death Pit Offering and Wrath of God without killing any of your creatures.

--
276. Stone-Tongue Basilisk 4GGG Creature - Basilisk 4/5 (R)
Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat. Threshold - All creatures able to block Stone-Tongue Basilisk do so. (You have threshold as long as seven or more cards are in your graveyard.)

==> FUN: 4
A very strong creature if you manage to get it into play and attack with it. Just like Quicksilver Dagger, though, it's no fun to have the combo Lure+Basilisk in one card. It takes away the excitement of drawing the Lure and casting it on the Basilisk.

--
277. Sylvan Might 1G Instant (U)
Target creature gets +2/+2 and gains trample until end of turn. Flashback 2GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

==> FUN: 2
The flashback is too expensive to warrant paying 2 mana for +2/+2. The trample doesn't make that much of a difference.

--
278. Terravore 1GG Creature - Lhurgoyf */* (R)
Trample Terravore's power and toughness are each equal to the number of land cards in all graveyards.

==> FUN: 4
On such a potentially big creature as this, trample is more useful. Terravore can become very big with backup from Armageddon, but it's not really possible to play turn one mana elf, turn two Terravore and turn three Armageddon. The Terravore would probably have been 0/0 and died. It may still work with a good card to allow you to discard some land on turn one or two, but otherwise you'd have to play it after the geddon, which is a bit hard to pull off.

--
279. Twigwalker 2G Creature - Insect 2/2 (U)
1G, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn.

==> FUN: 4
This should make combat more interesting.

--
280. Verdant Succession 4G Enchantment (R)
Whenever a green nontoken creature is put into a graveyard from play, that creature's controller may search his or her library for a card with the same name as that creature and put it into play. If that player does, he or she then shuffles his or her library.

==> FUN: 5
This card opens all kinds of fun possibilities. I already liked Remembrance, which only got you new copies in your hand. Verdant Succession combos well with any card that allows you to sacrifice creatures for some gain, like Greater Good, Goblin Bombardment or Ashnod's Altar. If the creature has a useful comes-into-play ability as well, like Wood Elves or a useful leaves-play ability, like Yavimaya Elder, you can easily get three or four uses out of it. Gain 16 life by casting a Spike Feeder and saccing all four of them for life. Draw cards with Wall of Blossoms. On top of all those great uses, it also makes a lot of your opponent's removal useless. You can even cast Wraths yourself without losing a single creature (until you run out of copies).

--
281. Vivify 2G Instant (U)
Target land becomes a 3/3 creature until end of turn. It's still a land. Draw a card.

==> FUN: 3
Always a nice surprise to pull on someone when they're casting Wrath of God or are attacking with some weenies. It's harder to keep three mana open than one for Animate Land, but for a cantrip, it's worth it.

--
282. Werebear 1G Creature - Druid Bear 1/1 (C)
Tap: Add G to your mana pool. Threshold - Werebear gets +3/+3. (You have threshold as long as seven or more cards are in your graveyard.)
He exercises his right to bear arms.

==> FUN: 4
Nice flavortext, very punny! It's not a bad creature either. A mana critter early on that turns into a 4/4 monster later in the game. It solves the problem of wimpy mana elves that aren't needed for mana after the first few turns and aren't strong enough to do much on the attack either.

--
283. Wild Mongrel 1G Creature - Hound 2/2 (C)
Discard a card from your hand: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.

==> FUN: 4
Of all the hounds, this one is easily the best. It can be pumped without mana and can even change color to avoid black removal and other color-specific problems. The best part is that it's hard to block, because it can grow to kill the blocker and avoid dying itself, but you can't just let it through either if you're low on life.

--
284. Woodland Druid G Creature - Druid 1/2 (C)

==> FUN: 3
It's about time green got a 1/2 for G.

--
285. Zoologist 3G Creature - Druid 1/2 (R)
3G, Tap: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.

==> FUN: 4
Call of the Wild in creature form. A bit fragile, but it's a nice effect. Especially with Haunted Crossroads in play and something huge in your graveyard. Or just with Worldly Tutor.

 
Shop see all items...

The Complete Encyclopedia of Magic the Gathering

For the first time ever, all the existing Magic the Gathering cards are recorded in a single 720 page book. With over 7,200 card pictures, The Complete Encyclopedia of Magic the Gathering is a must for any collector, trader and art-admirer.

Onslaught

Onslaught continues the story of Kamahl, who struggles to cope with what it means to be a druid. At the same time, he has to help his sister, Jeska, who has been transformed into Phage, a being that can kill with a mere touch. At the same time Ixidor, an illusionist with the ability to shape reality is out to kill Phage for killing his one true love. Who will find her first?



Other Links
 
Casual Magic the Gathering