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Onslaught - a Complete Review (green)

245. Animal Magnetism 4G, Sorcery R
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard.

==> FUN: 3
Nifty, but Animal Magnetism won't work well outside specialized decks with a lot of huge creatures and no small ones. Add Quicksilver Amulet to help cast the creatures you draw, or use Scroll Rack to get them back into your library.

--
246. Barkhide Mauler 4G, Creature - Beast 4/4 C
Cycling 2 (2, Discard this card from your hand: Draw a card.)
Anywhere else they would be hunted for their skins, but in Wirewood, they are safe.

==> FUN: 3
It seems a bit pointless to cycle a solid creature like Barkhide Mauler, but in a pinch it'll help you find some utility spell or an extra land. A good choice for the Lightning Rift deck as well.

--
247. Biorhythm 6GG, Sorcery R
Each player's life total becomes the number of creatures he or she controls.
"I have seen life's purpose, and now it is my own." - Kamahl, druid acolyte

==> FUN: 2
Biorhythm is only a good spell if you have enough creatures in play and your opponent doesn't. So, basically, it helps you win if you're already winning. Not the most useful of cards, although it's a stylish way to beat a creatureless deck.

--
248. Birchlore Rangers G, Creature - Elf 1/1 C
Tap two untapped Elves you control: Add one mana of any color to your mana pool.
Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 3
As mana acceleration, Birchlore Rangers don't work half as well as normal mana elves. I think it will only be useful to cast something big later on, drawing extra mana from all your elves in play. It'd better be good, though, if you're tapping all your blockers for it. Until you need it, you at least have a 2/2.

--
249. Bloodline Shaman 1G, Creature - Elf Wizard 1/1 U
T: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard.
Every creature of the forest has a name, and she knows them all.

==> FUN: 5
If you're going all-out with a creature type, as much as half of your cards can be the chosen type, the rest being mostly lands and some utility spells. That alone makes Bloodline Shaman half of an Archivist. And if you reveal a land, it wouldn't have been a great draw anyway, unless you have mana problems. Bloodline Shaman is very usable in a normal deck as well, as long as you're playing cards like Sage Owl and Rootwater Mystic to know which creature type to pick.

--
250. Broodhatch Nantuko 1G, Creature - Insect Druid 1/1 U
Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play.
Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 4
A good blocker and the morph even makes it a good attacker. If there's a danger of something big and nasty, like Silent Specter coming through, your opponent can't afford to let the face-down creature through. And a big blocker means a lot of 1/1 insect tokens. The toughness of one makes it unlikely to be more than a one-shot, though.

--
251. Centaur Glade 3GG, Enchantment U
2GG: Put a 3/3 green Centaur creature token into play.
The Mirari called to the centaurs, and all who heard it were forever changed.

==> FUN: 5
After Dragon Brood, Centaur Glade almost seems like a let-down. On the other hand, for only one extra mana per token, 3/3 centaurs beat the 1/1 soldiers from Mobilization. It's also more playable than Dragon Brood, which is very expensive in a color that's not good at generating extra mana. On top of that, Centaur Glade is only an uncommon.

--
252. Chain of Acid 3G, Sorcery U
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.

==> FUN: 3
The Creeping Mold that keeps on creeping. Nice, but if your opponent has only one thing you want to get rid of, you can be sure he'll copy the spell, if only to get rid of one of your lands. It could turn in to an Armageddon as well, but only if both players want one, which is rarely the case.

--
253. Crown of Vigor 1G, Enchant Creature C
Enchanted creature gets +1/+1.
Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.
"Life, be my shield."

==> FUN: 2
Useful, but too expensive.

--
254. Elven Riders 3GG, Creature - Elf 3/3 U
Elven Riders can't be blocked except by creatures with flying and/or Walls.
"Wirewood cannot hide great size. Only with speed and skill can we survive here."

==> FUN: 2
One of the rare green creatures with a good evasion ability. Even so, it's a bit too expensive. And it's a reprint.

--
255. Elvish Guidance 2G, Enchant Land C
Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play.
"Old home never forgotten, new home ours forever."

==> FUN: 4
In an elf deck, the enchanted land becomes a Gaea's Cradle, but without the legendary restriction. Most elf decks don't need this kind of mana, though. Elves tend to be small and there are plenty of them that produce mana themselves. Still, Elvish Guidance could work in a budget version of Cradle-ball. Add plenty of mana elves, including Priest of Titania and some Fireballs for the kill and you have a pretty good deck with nothing but commons.

--
256. Elvish Pathcutter 3G, Creature - Elf 1/2 C
2G: Target Elf gains forestwalk until end of turn.
In harsh times, the strongest currency is cooperation.

==> FUN: 1
Way overcosted and inferior to Unseen Walker in just about every way.

--
257. Elvish Pioneer G, Creature - Elf Druid 1/1 C
When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped.
"Destruction is the work of an afternoon. Creation is the work of a lifetime." - Kamahl, druid acolyte

==> FUN: 4
The mana acceleration of Llanowar Elves, without the vulnerability. On the other hand, Elvish Pioneer's effect is gone as soon as you run out of land in hand, so it only works as acceleration, not as extra mana.

--
258. Elvish Scrapper G, Creature - Elf 1/1 U
G, T, Sacrifice Elvish Scrapper: Destroy target artifact.
"The stories tell of a distant time when machines overran the forests, destroying everything that lived. That time will not come again."

==> FUN: 3
I always thought Scavenger Folk should be elves. Now they are. The flavor text has a somewhat biblical feel to it. Just change the machines to a great flood and add a rainbow at the end.

--
259. Elvish Vanguard 1G, Creature - Elf 1/1 R
Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard.
"Our lives are woven together like the trees' branches over our heads, forming a canopy that protects us all."

==> FUN: 2
The only thing Elvish Vanguard has over Titania's Chosen is that it's one mana cheaper. That makes it not interesting enough to be a rare.

--
260. Elvish Warrior GG, Creature - Elf 2/3 C
"My tales of war are the stories most asked for around the fires at night, but they're the ones I care least to tell."

==> FUN: 4
Finally green gets the vanilla GG creature it deserves. Grizzly Bears just don't cut it compared to the other colors anymore. A 2/3 should come in handy in Onslaught with all its 2/2 face-down creatures.

--
261. Enchantress's Presence 2G, Enchantment R
Whenever you play an enchantment spell, draw a card.
"The wise learn from successes as well as mistakes."

==> FUN: 4
Enchantress's Presence opens the door for a creatureless enchantress deck. On the one hand, it's not as vulnerable as a creature, but it does make the deck as a whole vulnerable to Tranquility, whereas the old enchantress decks could bounce back from them with very little trouble. And if you're not going to play any creatures, you'll miss out on cards like Rancor and Ancestral Mask.

--
262. Everglove Courier 2G, Creature - Elf 2/1 U
You may choose not to untap Everglove Courier during your untap step.
2G, T: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample.

==> FUN: 2
Green can do better than this, but I guess the design team wanted to finish the cycle.

--
263. Explosive Vegetation 3G, Sorcery U
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
Torching Krosa would be pointless. It grows faster than it burns.

==> FUN: 4
Skyshroud Claim that doesn't give you the mana immediately, but helps when you're splashing other colors. A very useful card if you're trying to cast something big.

--
264. Gigapede 3GG, Creature - Insect 6/1 R
Gigapede can't be the target of spells or abilities.
At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card from your hand. If you do, return Gigapede to your hand.

==> FUN: 4
Deadly Insect with a lesser Weatherseed Treefolk ability. What worries me is the one toughness. Sure, it can't be pinged to death, but any 1/1 can trade with it. It won't be easy to give it some kind of evasion either, because it's untargetable. Overrun will do, but seems like overkill.

--
265. Heedless One 3G, Creature - Elf Avatar */* U
Trample
Heedless One's power and toughness are each equal to the number of Elves in play.
"Channel your vitality through me."

==> FUN: 3
I was hoping the green avatar would at least have some interesting ability, instead of the standard trample. The white (Spirit Link), blue (morph) and black (Lhurgoyff) ones have fun ones, but the red (haste) and green ones don't.

--
266. Hystrodon 4G, Creature - Beast 3/4 R
Trample
Whenever Hystrodon deals combat damage to a player, you may draw a card.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 5
A green Ophidian. Hystrodon is a bit more expensive, but it's also bigger and it's harder to prevent it from dealing its damage. Morph makes it even trickier for your opponent to block Hystrodon safely and it makes playing Hystrodon even cheaper and faster, allowing you to attack with it on turn three if you have a mana elf available.

--
267. Invigorating Boon 1G, Enchantment U
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.
The Mirari's echoes rang in the scouts' minds long after they had returned from the Krosan Forest.

==> FUN: 3
Nice, but not nearly as strong and useful as the red version.

--
268. Kamahl, Fist of Krosa 4GG, Creature - Druid Legend 4/3 R
G: Target land becomes a 1/1 creature until end of turn. It's still a land.
2GGG: Creatures you control get +3/+3 and gain trample until end of turn.
"My mind has changed. My strength has not."

==> FUN: 4
The idea behind Kamahl is obvious: turn your lands into creatures and turn them into 4/4 tramplers to attack with. One problem, though: it costs so much mana that you'll have to tap most, if not all, of your lands to do it. Tap six lands to make land 7 a 4/4, or tap seven lands to make lands 8 and 9 4/4s. There are easier ways to win when you have that much mana available. Still, it's a nice creature that can be used as a finisher if you have plenty of creatures and it can make your opponent's lands vulnerable to your pingers.

--
269. Kamahl's Summons 3G, Sorcery U
Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way.
As Krosa unleashed the peace in Kamahl, he unleashed the fury in Krosa.

==> FUN: 3
Risky. Your opponent may have more creature cards in hand than you do. And if you draw it later, after you've emptied your hand, it's useless.

--
270. Krosan Colossus 6GGG, Creature - Beast 9/9 R
Morph 6GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When it walked, it altered geography. When it bellowed, it changed the weather.

==> FUN: 2
You rarely need something as big as Krosan Colossus to win a game. And even with morph, you'll need eight mana to get it into play the right way up. For all that, it doesn't even have trample.

--
271. Krosan Groundshaker 4GGG, Creature - Beast 6/6 U
G: Target Beast gains trample until end of turn.
You know it's coming when you hear the distant thunder. You know where it's been when you see the path of broken trees.

==> FUN: 2
From green, I expect more for seven mana than a 6/6 with a minor ability.

--
272. Krosan Tusker 5GG, Creature - Beast 6/5 C
Cycling 2G (2G, Discard this card from your hand: Draw a card.)
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.

==> FUN: 4
As a creature, Krosan Tusker is big, but nothing special. It's the cycling effect that makes it interesting, though. Early on, it'll increase your mana supply and replace itself at the same time. An early Impulse often goes for a land, so I'd look at an early Krosan Tusker as a cantrip Impulse for just one extra mana. Later on, you get a solid 6/5 creature that's a bit on the expensive side, but you should be able to afford it by then.

--
273. Leery Fogbeast 2G, Creature - Beast 4/2 C
Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn. It emerges from the mists only to feed.

==> FUN: 2
Translation: if your opponent has any creatures that can block Leery Fogbeast, he gets a free Fog. That drawback is too big and I don't see any realistic way to make it useful. Donating the Fogbeast to your opponent and then forcing it to attack every turn would be fun, but not really feasible.

--
274. Mythic Proportions 4GGG, Enchant Creature R
Enchanted creature gets +8/+8 and has trample.
The blood of Krosa turns rational beings into primal forces.

==> FUN: 3
As fun as it is to turn a 2/2 weenie into a 10/10 monster, Mythic Proportions is still a creature enchantment and thus vulnerable.

--
275. Naturalize 1G, Instant C
Destroy target artifact or enchantment.
"From here, let the world be reborn."

==> FUN: 3
A green Disenchant. Not that green needed it, but it's a good card regardless.

--
276. Overwhelming Instinct 2G, Enchantment U
Whenever you attack with three or more creatures, draw a card.
The biggest difference between a victory and a massacre is which side you're on.

==> FUN: 4
If you can safely attack with three or more creatures, you're probably well on your way to winning already. Overwhelming Instinct isn't very good, but it does give Leery Fogbeast a possible use.

--
277. Primal Boost 2G, Instant U
Target creature gets +4/+4 until end of turn.
Cycling 2G (2G, Discard this card from your hand: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.

==> FUN: 3
A bigger Giant Growth or a Feral Instinct. Both are more appropriately costed at 2 mana, but for the versatility Primal Boost offers, three mana is fine.

--
278. Ravenous Baloth 2GG, Creature - Beast 4/4 R
Sacrifice a Beast: You gain 4 life.
"All we know about the Krosan Forest we have learned from those few who made it out alive." - Elvish refugee

==> FUN: 4
A good price for a 4/4 with a useful ability. Beast decks probably won't be subtle enough for my tastes, but Ravenous Baloth is an obvious choice for such a deck, allowing you to potentially gain as much as 20+ life in response to your opponent's Wrath.

--
279. Run Wild G, Instant U
Until end of turn, target creature gains trample and "G: Regenerate this creature."
Wirewood's beasts didn't seem to mind when the elves moved in. In fact, they hardly noticed them underfoot.

==> FUN: 2
Run Wild is a nice combat trick, especially for a high power and low toughness creature. Trample over the blocker and regenerate to save your creature.

--
280. Serpentine Basilisk 2GG, Creature - Basilisk 2/3 U
Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 4
Because it has morph, Serpentine Basilisk should be able to get rid of at least one nasty attacker. Other basilisks mostly serve as attack deterrents.

--
281. Silklash Spider 3GG, Creature - Spider 2/7 R
Silklash Spider may block as though it had flying.
XGG: Silklash Spider deals X damage to each creature with flying.
The only thing that flies over the Krosan Forest is the wind.

==> FUN: 2
Not a bad anti-flying card, but does it really deserve to be rare when it's not that different from cards like Squallmonger and Spitting Spider?

--
282. Silvos, Rogue Elemental 3GGG, Creature - Elemental Legend 8/5 R
Trample
G: Regenerate Silvos, Rogue Elemental.
He was born of the Mirari, thrust out of his homeland before he was even aware. Left without purpose or meaning, he found both in the pits.

==> FUN: 4
Silvos is everything Ancient Silverback failed to be. Two extra power and trample in exchange for the legendary status makes all the difference.

--
283. Snarling Undorak 2GG, Creature - Beast 3/3 C
2G: Target Beast gets +1/+1 until end of turn.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Most creatures in the Krosan Forest feared the Mirari's power. A few fed upon it.

==> FUN: 3
Nice creature, but the activation is a bit too expensive.

--
284. Spitting Gourna 3GG, Creature - Beast 3/4 C
Spitting Gourna may block as though it had flying.
Morph 4G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 3
Silklash Spider is a better anti-flying card, because it comes with a built-in Hurricane ability. Spitting Gourna works better as a bluff. Would your opponent attack with his small flyer if you have a face-down creature and 4G available? Not if he's careful.

--
285. Stag Beetle 3GG, Creature - Insect 0/0 R
Stag Beetle comes into play with X +1/+1 counters on it, where X is the number of other creatures in play.
Its voice crackles with the hum of a thousand wings beating at once.

==> FUN: 2
Stag Beetle looks better than it is. Sure, it can be a huge creature, especially in multiplayer, but there have to be at least five other creatures in play before the price becomes worth it. Stag Beetle isn't going to help you recover after a Wrath.

--
286. Steely Resolve 1G, Enchantment R
As Steely Resolve comes into play, choose a creature type.
Creatures of the chosen type can't be the targets of spells or abilities.
No one in Wirewood understands what is happening. They just know it's unnatural and coming from Krosa.

==> FUN: 2
Steely Resolve is just Dense Foliage at one mana less and severely restricted in anything but creature theme decks. It does stop abilities as well, though.

--
287. Symbiotic Beast 4GG, Creature - Beast 4/4 U
When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play.
The insects found a meal in the carrion of the beast's prey. The beast found a spiffy new hairstyle.

==> FUN: 5
Symbiotic Beast is like one of the penumbra creatures, but instead of an exact replacement, Symbiotic Beast gives a number of 1/1s that, together, have power and toughness equal to the original. I prefer Symbiotic Beast for the sheer card advantage. You get four creatures instead of one. Sure, they're only piddly 1/1s, but they can help feed cards like Collective Unconscious and Fecundity.

--
288. Symbiotic Elf 3G, Creature - Elf 2/2 C
When Symbiotic Elf is put into a graveyard from play, put two 1/1 green Insect creature tokens into play.
The elves arriving in Wirewood had no homes, let alone weapons, but they knew that the forest would always provide.

==> FUN: 4
Compared to the Beast, Symbiotic Elf gets -2/-2 and two less insect tokens when it dies, all for two mana less. Overcosted.

--
289. Symbiotic Wurm 5GGG, Creature - Wurm 7/7 R
When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play.
The insects keep the wurm's hide free from parasites. In return, the wurm doesn't eat the insects.

==> FUN: 5
I prefer Verdant Force, but that's in a league of its own. Symbiotic Wurm gives you an ok big creature and if your opponent manages to kill it, all you need is an Overrun to win the game immediately.

--
290. Taunting Elf G, Creature - Elf 0/1 C
All creatures able to block Taunting Elf do so. The safety of the village depends on the beast thinking with its stomach.

==> FUN: 2
Another reprint. I've never really managed to put Taunting Elf to good use, but the ideal is to cast something like Venomous Breath on it while your other creatures attack unhindered. In a creature-rich environment, a combo like that can be devastating. Even if you can't pull it off, you can still use it to make all your creatures unblockable for a turn.

--
291. Tempting Wurm 1G, Creature - Wurm 5/5 R
When Tempting Wurm comes into play, each opponent may put any number of artifact, creature, enchantment, and/or land cards from his or her hand into play.

==> FUN: 1
I used to think Hunted Wumpus was pretty good, but it somehow always ended up with my opponent playing a bigger, better creature for free. Tempting Wurm has the same problem, only worse. You won't just get a Serra Avatar when you play this, he'll also get a Serra Angel, two more lands and a Crusade. And there you are with your 5/5, wondering what possessed you. Maybe as a sideboard card against creatureless type 1 decks, but even that seems risky. Tempting Wurm only shows promise if you use it to lure your opponent into overcommiting himself and you can follow it up with an Obliterate or the likes.

--
292. Towering Baloth 6GG, Creature - Beast 7/6 U
Morph 6G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
The Mirari twisted all that lived in the Krosan Forest into gross mockeries of their former selves.

==> FUN: 3
A morphing fatty.

--
293. Treespring Lorian 5G, Creature - Beast 5/4 C
Morph 5G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
No matter your strength, the Krosan Forest is stronger. No matter your speed, the Wirewood Forest is faster.

==> FUN: 3
Morph does make big creatures a bit less risky to play. Even if you don't have the mana to cast it, you can play it as a 2/2 and hopefully turn it over later on.

--
294. Tribal Unity X2G, Instant U
Creatures of the type of your choice get +X/+X until end of turn.
Kamahl left the violence of his former life behind him, but he still believes in the power of muscle.

==> FUN: 3
Tribal Unity isn't bad, but it loses a lot of its appeal outside of Onslaught, where creature theme decks aren't as straightforward to put together. Tribal Unity is able to pump creatures more than Overrun can, but it doesn't grant trample and Overrun's +3/+3 is almost always plenty.

--
295. Venomspout Brackus 6G, Creature - Beast 5/5 U
1G, T: Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying.
Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

==> FUN: 3
Venomspout Brackus is a good anti-flying creature. Not a lot of those can withstand five damage. It's a bit expensive to play face-up, but the low morph cost makes up for that.

--
296. Vitality Charm G, Instant C
Choose one - Put a 1/1 green Insect creature token into play; or target creature gets +1/+1 and gains trample until end of turn; or regenerate target Beast.

==> FUN: 5
An instant 1/1 can come in handy as a surprise blocker. The +1/+1 isn't bad either, it can save a creature from destruction and help it kill an attacker or blocker at the same time. The trample can be good too, especially if your opponent thinks his Drudge Skeletons will keep your Serra Avatar from killing him. Death Ward is pretty good as well, as post-combat surprises go. Even if you're only playing a few beasts, it's likely to come in handy.

--
297. Voice of the Woods 3GG, Creature - Elf Lord 2/2 R
Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play.
The ritual of making draws upon the elves' memories and pasts. And elves have long memories and ancient pasts.

==> FUN: 5
If there's one creature with Shock-bait written all over it, it's Voice of the Woods. If you manage to get four elves into play, you can cast Voice of the Woods and immediately create a 7/7 elemental. That gives your opponent two problems: a 7/7 trampler and the promise of more next turn. So he or she has to find a way to neutralize both threats in one turn or end up taking major damage. The hard part is getting four elves into play quickly. With about half your deck consisting of cheap elves, you'll need on average 10 cards before you get the five elves you need, including Voice of the Woods. Doable, because you can't cast Voice of the Woods until turn four or five anyway. But just to be sure, I'd add Llanowar Sentinels, so you can get an extra few elves if you need them.

--
298. Wall of Mulch 1G, Creature - Wall 0/4 U
(Walls can't attack.)
G, Sacrifice a Wall: Draw a card.
Mulch is the fabric of life in the forest. Plants live in it, they die in it, and then they become part of it, feeding countless generations to come.

==> FUN: 5
Wall of Mulch isn't as good by itself as Wall of Blossoms, but it's a great card for a wall deck. Try something like this:

4x Wall of Mulch
4x Wall of Blossoms
4x Sunweb
4x Wall of Brambles
4x Carnivorous Plant
4x Shifting Wall

3x Rolling Stones (for the killing blow)
3x Fortified Area
1x Glyph of Reincarnation (themed removal)

19x land

With all that card drawing power, it shouldn't be too hard to find a Rolling Stones early, so you can start putting pressure on your opponent. A single Worship will render you unable to win the game, though, so you may want to give up a few walls for Disenchants and Swords to Plowshares.

--
299. Weird Harvest XGG, Sorcery R
Each player may search his or her library for up to X creature cards, reveal those cards, and put them into his or her hand. Then each player who searched his or her library this way shuffles it.
Krosa's distorted groves bear strange fruit.

==> FUN: 4
Weird Harvest should only be played if you're confident that your creatures will be better than your opponent's. In green that's usually the case, although you may run into trouble because your opponent gets first crack at casting his creatures. You could just fetch a bunch of Bone Shredders and Nekrataals, so you can kill the creatures your opponent fetched as soon as he casts them and get a few weenies out of it. In a a casual deck, you could even try for a creature-based combo, like this one: use Weird Harvest to fetch four Llanowar Druids. Play them next turn. The turn after that, sacrifice them to get a total of five times the normal amount of mana out of your forests and use it to Fireball your opponent. You can even go without the need for red mana and an x spell if you use the Weird Harvest to fetch a card like Killer Bees or Nemata, Grove Guardian as well.

--
300. Wellwisher 1G, Creature - Elf 1/1 C
T: You gain 1 life for each Elf in play.
"Close your ears to the voice of greed, and you can turn a gift for one into a gift for many."

==> FUN: 4
Wellwisher is useful enough all by itself in a defensive deck, but with a few elves in play, the amount of life you can gain will quickly become ridiculous. Extra fun with Seeker of Skybreak and Skyshroud Ranger.

--
301. Wirewood Elf 1G, Creature - Elf 1/2 C
T: Add G to your mana pool.
"The land belongs to nature as far as our eyes can see. The higher we climb, the more we can see."

==> FUN: 1
The one extra toughness compared to Llanowar Elves doesn't make Wirewood Elf worth it at one more mana.

--
302. Wirewood Herald 1G, Creature - Elf 1/1 C
When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card. If you do, reveal that card and put it into your hand. Then shuffle your library.
The goblins laughed as the elf ran away, until more came back.

==> FUN: 4
Wirewood Herald is certainly a fun card for elf decks, allowing you to fetch Voice of the Woods or some utility elf if you need it. It's not as nice as Goblin Matron is to goblin decks, though, because Wirewood Herald has to die for its effect and that isn't always easy to pull off.

--
303. Wirewood Pride G, Instant C
Target creature gets +X/+X until end of turn, where X is the number of Elves in play.
"Though you may leave this haven we have found, may our strength never leave you."

==> FUN: 2
You need at least three elves before Wirewood Pride becomes anything more than a Giant Growth. Even in an elf deck, the potential for Wirewood Pride to become bigger than a Giant Growth isn't worth the risk of it not doing enough when you really need it.

--
304. Wirewood Savage 2G, Creature - Elf 2/2 C
Whenever a Beast comes into play, you may draw a card.
"She is truly Wirewood's child now." - Elvish refugee

==> FUN: 5
If your opponent doesn't get rid of Wirewood Savage immediately, you can get a lot of cards out of it. Either by simply playing a Beast deck or by using Cavern Harpy, where the Savage becomes: "UB: draw a card".

--
305. Words of Wilding 2G, Enchantment R
1: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead.
"Instinct is undaunted by terror, unchained by logic. It is the path from which all other paths diverge." - Volume V, The Book of Life

==> FUN: 4
Do I really want to give up my draw for a bear token? Maybe if I'm drawing more cards than I know what to do with, or if I need an extra creature and don't want to run the risk of drawing a land or some creature I can't cast.

 
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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?



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