Garruk Wildspeaker

+1: Untap two target lands.
−1: Create a 3/3 green Beast creature token.
−4: Creatures you control get +3/+3 and gain trample until end of turn.
Basking Rootwalla

{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Madness {0} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Albino Troll

Echo {1}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
{1}{G}: Regenerate this creature.
Vine Trellis

Defender (This creature can't attack.)
{T}: Add {G}.
Nature twists knots stronger than any rope.
Wild Mongrel

Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
It teaches *you* to play dead.
Wirewood Savage

Whenever a Beast enters, you may draw a card.
"She is truly Wirewood's child now."
—Elvish refugee
Blastoderm

Shroud (This creature can't be the target of spells or abilities.)
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Ravenous Baloth

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
Stampeding Wildebeests

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your upkeep, return a green creature you control to its owner's hand.
The most violent and destructive storms in Femeref occur on cloudless days.
Indrik Stomphowler

When this creature enters, destroy target artifact or enchantment.
An indrik's howl has destructive power much subtler than that of its crushing foot.
Krosan Tusker

Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.)
When you cycle this card, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.)
Plated Slagwurm

Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Beneath the Tangle, the wurm tunnels stretch . . . wide as a stone's throw, long as forever, deep as you dare.
Genju of the Cedars

Enchant Forest
{2}: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return this card from your graveyard to your hand.
Giant Growth

Target creature gets +3/+3 until end of turn.
Rancor

Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Hatred outlives the hateful.
Lignify

Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Bulgo paused, puzzled. What was that rustling sound, and why did he feel so stiff? And how could his *feet* be so thirsty?
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Nature's secrets can be read on every tree, every branch, every leaf.
Elephant Guide

Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature dies, create a 3/3 green Elephant creature token.
Nature's strength outlives the strong.
Invigorate

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.
Serrated Arrows

This artifact enters with three arrowhead counters on it.
At the beginning of your upkeep, if there are no arrowhead counters on this artifact, sacrifice it.
{T}, Remove an arrowhead counter from this artifact: Put a -1/-1 counter on target creature.
Harmonize

Draw three cards.
"Words lie. People lie. The land tells the truth."
Rude Awakening

Choose one —
• Untap all lands you control.
• Until end of turn, lands you control become 2/2 creatures that are still lands.
Entwine {2}{G} (Choose both if you pay the entwine cost.)
Beast Attack

Create a 4/4 green Beast creature token.
Flashback {2}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Overrun

Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Nature doesn't walk.
