Green cards

Green excels at healing and the long game. A good fit if you like protecting your Life and grinding out the board. 22 cards so far. Click an image to enlarge it.

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Guardian of Life

MonsterCost 5GreenNatureMythic BeastURHP 60 / ATK 20

On summon: Gain HP equal to the number of Nature monsters in your graveyard × 10. Ability (optional, once per turn): If it has not attacked this turn, spend 1 attack to gain +30 ATK.

Beast King Pegasus

MonsterCost 5GreenNatureMythic BeastSRHP 100 / ATK 20

On summon: All enemy monsters cannot attack next turn. When destroyed: Place this card at the bottom of your life.

Storm Griffin Lord

MonsterCost 6GreenBlueMythic BeastNatureSRHP 80 / ATK 20

Field, optional (once per turn): Return 1 blue or green spell/equipment card from your graveyard to your hand and permanently reduce its cost by 2.

Horn Rabbit

MonsterCost 0GreenNatureMythic BeastRHP 10 / ATK 10

(Vanilla card with no effect)

Slime

MonsterCost 1GreenNatureRHP 30 / ATK 10

(Vanilla card with no effect)

Kobold Lookout

MonsterCost 1GreenNatureRHP 30 / ATK 10

When your life is lost (hand, optional): Discard this card and draw 2 cards.

Heal

SpellCost 1GreenR

Restore 30 HP to one of your monsters.

Green Spirit

MonsterCost 1GreenSpiritRHP 10 / ATK 0

Always: Your green or Spirit monsters gain +10 ATK.

Tsuchinoko

MonsterCost 1GreenNatureMythic BeastRHP 30 / ATK 10

When your life is lost (hand): Summon this monster with no cost.

Phantom Garden

SpellCost 1GreenR

Look at the top 3 cards of your deck, add 1 Mythic Beast monster to your hand, and put the rest on the bottom.

Green Wolf

MonsterCost 2GreenNatureRHP 30 / ATK 30

(Vanilla card with no effect)

Fountain of Revival

SpellCost 2GreenR

Add 1 card with cost 3 or less from your graveyard to your hand.

Great Tree Bind

SpellCost 2GreenR

Choose an enemy monster. It cannot attack during your opponent’s next turn.

Cockatrice

MonsterCost 2GreenNatureMythic BeastRHP 30 / ATK 30

Summon this monster with no cost. If you do, send it to the graveyard at end of turn.

Mythic Beast Saddle

EquipmentCost 2GreenR

[Equip: Mythic Beast] Equipped monster gains +10 ATK and +10 HP.

Mina Heal

SpellCost 2GreenR

Restore 20 HP to all your monsters.

Stone Golem

MonsterCost 3GreenNatureRHP 70 / ATK 20

(Vanilla card with no effect)

Chimera

MonsterCost 3GreenNatureMythic BeastRHP 50 / ATK 30

On attack: If this attack destroys an enemy monster, permanently gain +10 HP and ATK, and draw 2 cards.

Roar of the Beast King

SpellCost 3GreenR

Choose up to 3 Mythic Beast monsters with cost 3 or less from your deck and summon them. They cannot attack this turn.

Domain of Mythic Beasts

SpellCost 4GreenR

In hand, its cost is reduced by the number of Mythic Beasts you control. Choose an enemy monster and return it, along with everything attached to it (equipment, fusion/evolution bases), to your opponent’s hand.

Twin-Fang Beast Garm

MonsterCost 5GreenMythic BeastNatureRHP 50 / ATK 40

On summon: Deal 20 damage to 2 enemy monsters.

Arisura

MonsterCost 5GreenYellowNatureDemi-humanRHP 80 / ATK 10

Hand: Costs 1 less for each green or yellow monster you control. Field: Your monsters at full HP gain +10 ATK.

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