End of Wollensie

End of Wollensie contains 244 cards.
Released: 2024-09-01
Vigorous Caldera

Vigorous Caldera {3}{R}{R}

Enchantment
Whenever you attack, create an X/X red Elemental creature token that's tapped and attacking, where X is the number of attacking creatures.
Fleeting {1}{R} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
Wartorn Veteran

Wartorn Veteran {2}{R}{R}

Creature - Human Warrior
Trample, prowess
You may exert Wartorn Veteran as it attacks. When you do, double its power until end of turn. (An exerted creature won't untap during your next untap step.)
2/1
Zare, Heart Transformed

Zare, Heart Transformed {3}{R}{R}{R}

Legendary Creature - Human Shaman
Other creatures you control get +3/+0.
When Zare enters, create a 2/1 white Bird creature token with flying and a 3/3 green Horse creature token.
Whenever another creature you control attacks or blocks, sacrifice it at end of combat.
6/3
Absurdity

Absurdity {5}{G}{G}{G}

Creature - Incarnation
Protection from noncreatures and from creatures with power 3 or less
Players dealt damage by Absurdity also get that many poison counters. (A player with ten or more poison counters loses the game.)
When Absurdity is put into a graveyard from anywhere, shuffle it into its owner's library.
8/8
Aided Assault

Aided Assault {G}

Sorcery
Move up to one +1/+1 counter from a creature you control to target creature you control. Then that creature fights target creature you don't control.
It is possible to overcome size or numbers, but never both.
Alida, Resolute

Alida, Resolute {2}{G}{G}

Legendary Planeswalker - Alida
[+1]: Create a 1/1 green Saproling creature token. You gain 2 life.
[0]: Creature spells you cast this turn can't be countered. As they enter, they gain hexproof until your next turn.
[–2]: Create a green enchantment token named Survival with “You and other permanents you control have ward {1}.”
Loyalty:
4
Allure of the Woods

Allure of the Woods {1}{G}

Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
{1}{G}, Sacrifice Allure of the Woods: Draw a card.
Arborback Stomper

Arborback Stomper {3}{G}{G}

Creature - Beast
Trample
When Arborback Stomper enters, you gain 5 life.
“The consumption of the Wiedfree is slow, but certain.”
—Tales of the Wild, Vol. II
5/4
Bound by Nature

Bound by Nature {X}{X}{G}{G}

Enchantment
Bound by Nature enters with X nature counters on it.
You can't cast nonpermanent spells.
Creatures you control get +1/+1 for each nature counter on Bound by Nature and have “{T}: Add {G}.”
Climber's Outfit

Climber's Outfit {G}

Artifact - Equipment
When Climber's Outfit enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Equipped creature has reach.
Equip {1}
Concoquo, Wiedfree Sage

Concoquo, Wiedfree Sage {2}{G}{G}

Legendary Creature - Human
At the beginning of combat on your turn, you may exile a creature card from your graveyard. Then if a card exiled with Concoquo has flying, creatures you control gain flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
4/4
Deserter's Wandering

Deserter's Wandering {2}{G}

Sorcery
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
Walk far into the Wiedfree, away from human miseries.
Dissolve into Nature

Dissolve into Nature {G}

Instant
Choose one —
• Target player sacrifices an artifact.
• Target player sacrifices an enchantment.
Empires rise and fall, but the Wiedfree remains. Ever vast, ever inviting, ever consuming.
Embodiment of Nature

Embodiment of Nature {3}{G}{G}

Creature - Ox Spirit
At the beginning of combat on your turn, choose one —
• Embodiment of Nature gains haste and hexproof until your next turn.
• Embodiment of Nature gains vigilance and indestructible until your next turn.
• Embodiment of Nature gets +2/+2 and gains trample until your next turn.
5/5
Famished Verdure

Famished Verdure {1}{G}{G}

Creature - Plant Beast
Voracious 2 (As this enters, you may sacrifice up to two artifacts and/or creatures. This creature enters with that many +1/+1 counters on it.)
Vigilance, haste
{T}: Add {G}. If a creature died under your control this turn, add {G}{G} instead.
2/2
Fleetfooted Survivalist

Fleetfooted Survivalist {1}{G}

Creature - Human Scout
You may exert Fleetfooted Survivalist as it attacks. (An exerted creature won't untap during your next untap step.)
Whenever an exerted creature you control deals combat damage to a player, draw a card.
3/2
Font of Natural Essence

Font of Natural Essence {2}{G}

Artifact
Whenever Font of Natural Essence enters or is put into a graveyard from the battlefield, create two 1/1 green Saproling creature tokens.
Partake in its energy and become one with the forest.
Font of Strength

Font of Strength {1}{G}

Artifact
Whenever Font of Strength enters or is put into a graveyard from the battlefield, target creature you control gets +3/+3 until end of turn.
“Eat of the Wiedfree at dawn, then sleep on your own rations or nothing at all.”
—Tales of the Wild, Vol. II
Fungal Goliath

Fungal Goliath {3}{G}

Creature - Fungus Demon
Voracious 2 (As this enters, you may sacrifice up to two artifacts and/or creatures. This creature enters with that many +1/+1 counters on it.)
Trample
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 green Saproling creature token.
4/3
Generous Hermit

Generous Hermit {1}{G}

Creature - Human
When Generous Hermit dies, investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”)
“Be wary of hermits. They hide beneath a veneer of society, but have all been consumed by the Wiedfree.”
—Tales of the Wild Vol. II
2/1
Hunting Ground

Hunting Ground {3}{G}{G}

Enchantment
When Hunting Ground enters, create four 1/1 green Saproling creature tokens.
Whenever a creature you control dies, creatures you control get +1/+1 until end of turn.
Long-Lived Prowler

Long-Lived Prowler {1}{G}

Creature - Beast
Long-Lived Prowler gets +3/+0 as long as there are four or more card types among cards in your graveyard.
Their small stature and presence deep in the Wiedfree led to wild speculation and mythos.
1/3
Marsh Dweller

Marsh Dweller {1}{G}

Creature - Demon Imp
Whenever you sacrifice one or more permanents, put a +1/+1 counter on Marsh Dweller.
“Never be attracted to whimsy, lest you lose your footing.”
—Tales of the Wild, Vol. II
1/1
Meadow's Allure

Meadow's Allure {1}{G}

Enchantment - Aura
Enchant creature you control
Whenever enchanted creature attacks, mill three cards.
When enchanted creature leaves the battlefield, create an X/X green Spirit creature token, where X is equal to the number of card types among cards in your graveyard.
Migrating Herd

Migrating Herd {3}{G}

Creature - Elk
You may exert Migrating Herd as it attacks. When you do, sacrifice a land and draw a card. (An exerted creature won't untap during your next untap step.)
“Emulating the survival instincts of animals in the Wiedfree has been deemed impossible.”
—Tales of the Wild, Vol. II
4/4