As for permissions to print or use the cards, you may print them if you intend to use them in a game test with me. Thank you and happy reading.
Card Number: 118/185
Notes: This card puts an instant smile on any green mage's face with a heavy equipment that easily builds up a monster into a bulky behemoth.
Card Number: 119/185
Notes: Spiders were a major theme for green creatures in this part of the set and it was difficult to work out a lot of variety for the tribe; Blink-Spider especially is interesting with its really nifty and cheap instant usage.
Card Number: 120/185
Notes: Our big, bulk, blood spider can do a lot of work if you set him up for it and ideally works into a red/green deck (I reckon).
Card Number: 121/185
Notes: Seems pretty vanilla until you realize the tribal possibilites of the Bramble Bear thanks to the treefolk tribal that is getting built up in the set.
Card Number: 122/185
Notes: A tricky instant to be sure, it actually had a couple of my less experienced players asking where deathtouch was green, and so I had to explain that deathtouch was indeed a green mechanic (basilisks). I like the idea of an instant like this but I am worried about the final execution of its use on the battlefield.
Card Number: 123/185
Notes: Gentle Giant is meant to be used in conjunction with other cards and combos to make him worthwhile; otherwise he is a kind of expensive road block. I like that he has a bulky body and puts tokens down (fairly useful tokens in the set). I also like the flavor of the card.
Card Number: 124/185
Notes: Any especially compelling aura, especially with community which is not in Godfall, but still it gets the job done even if it stills needs some work to be more functional. Maybe it could target artifacts instead?
Card Number: 125/185
Notes: Here is a trickier Planeswalker that might just be two cheap for what she is worth, but I like the flavor I have been building up with her abilities slowly but surely (it seems hard to make an interesting green planeswalker). As for some flavor, maybe I need to think more about enchantments or creature buffing of some kind instead of life gain?
Card Number: 126/185
Notes: And her enchantment is devastatingly awesome and potent (demanding removal) before a well crafted green deck can put down six lands in three turns.
Card Number: 127/185
Notes: I decided to introduce rhinos to the set for some fun bulky green creature support and Guluk-Naar Rhino is certainly a compelling fellow able to his the bricks for 4 damage and able to provide a bulky body for blocking.
Card Number: 128/185
Notes: I decided I wanted to do some Ooze tribal and that has been kind of tricky; I do like Jelly Cube and its ability to absorb equipments. Hm, maybe I could ditch its indestructible qualities and make it negate trample? That would be cool. Wait, did I just do that? Sweet.
Card Number: 129/185
Notes: Green deserves big creatures and, in this set, it is certainly gonna get some big green wurms to play around with. I love King Caterpillar as a representation of a swelling horror that gets fatter and fatter and meaner and meaner. Combine it with a single equipment or enchantment for extra fun (Ancient Wood Armor would be swell).
Card Number: 130/185
Notes: Some of the draft player's hated green's ability to hit the ground with creatures like Legion Mantis, but anti-artifact and anti-enchantment fun was a necessary evil (I reckon). But I am still working out some of the kinks of these cards. Rust-Monster cards in particular have been trickier and I feel like Legion Mantis is a super fair card.
Card Number: 131/185
Notes: For our big bag wurm we needed something that just gets completely out of hand and World-Eater does the trick in a way that is simple devastating and fun to see. Craw Wurm King finally has a worthy wurm to dredge up! Sacrificing a big green mechanic and this makes it oh so evil; imagine sacking a Tree of Redemption with this guy.
Card Number: 132/185
Notes: And ya gotta have some more tricky, interesting worms like Legion Wurm that seems like a pretty standard wurm but easily becomes a devastating threat with some well though out work (especially considering his more reasonable price). Possible combo for red-green or black-green to come with this guy.
Card Number: 133/185
Notes: Hexellian Plasma gets a card to consider with this effective and fun Nature's Kiss that requires you to have the mana cast it and rewards you for doing so. A must have for any green side-board in the set; I reckon it is a popular choice.
Card Number: 134/185
Notes: Oh...oh....oh my! 0.0 This is a very serious way to get the card you need that fills up your graveyard fast? Nifty.
Card Number: 135/185
Notes: A cheap and bulky threat that I am working up into an anti blue menace to behold and respect when it comes barreling down. Maybe I should give it defender? Who ever asks me a question about this card within the next week or so actually gives a crap...
Card Number: 136/185
Notes: Here is a fun way to get a bulky creature with the risk of losing a land and making it a vulnerable creature as well....but its hell of a deal for five mana.
Card Number: 137/185
Notes: Green has got an awful lot anti-flying material in this part of the set (probably about enough for the whole set) and spider swarm swells up that niche quite nicely.
Card Number: 138/185
Notes: This is a nasty card and demands removal; his ability to put down a deathtouching roadblock every turn is just cruel, especially when coupled with other saproling generators, and demands a violent reaction from anyone else out there.
Card Number: 139/185
Notes: This card has some troublesome features that I have been trying to work out; I like the idea of it having some land manipulation that helps set up its regeneration ability; maybe I could change the price up a little more?
Card Number: 140/185
Notes: So, the Green Lady rocks Verdant creatures (maybe I need to change the Red blah blah to something more interesting) and the most basic of these creatures is the Verdant Axe-Man. He is a common green artifact version of Mist Minotaur. Golem tribal does come in handy too and I expect him to be a popular three drop.
Card Number: 141/185
Notes: He is big, he is green, he is mean; he is the jolly green giant to end all jolly green giants of this set and he demands removal (which is quite tricky). The best way to deal with an opponent putting this down is find a way to hit their life points and then exile this creature; even better would be pacify it before it comes like a rolling mountain.
Card Number: 142/185
Notes: An equipment hog that gives green its one artifact specialty; attaching a butt-load of equipments to Verdant Guardian for free.
Card Number: 143/185
Notes: Not nearly as flashy as his brethren, but he can help get them on the battlefield faster, this nifty fellow is a real useful two drop in the right sort of deck.
Card Number: 144/185
Notes: Vinewolf is a lot of fun because he is the a reprint of an elf card with the added combo of being a treefolk tribal (which works finely into the set) to make him a very compelling hound to have in your deck. On his own, he is not as nice as Murkdog, but couple with some treefolk tribal and he becomes pretty brutal.
Card Number: 145/185
Notes: You wanna build a spider deck? Here is the tribal support to give the change to turn your army of crawlers into game winning horrors; it helps that she puts down two 2/2 spiders with reach and deathtouch each turn....Also, you gotta love the sister rivalry flavor text.
Card Number: 146/185
Notes: A simple and dumb redo of another card, Ambush Viper, that also helps fulfill the winter theme of the set.
And thanks for reading folks; please comment.