Green Sorcery Spells or Green Sorcery Spell Cards in Magic Legends is a type of spell capable of conjuring magical abilities. Green Sorcery Spells or Green Sorcery Spell Cards resonate with the Green Mana and the Beastcaller planeswalker, but it can still be equipped to the deck by other Planeswalkers.
With the use of a sorcery spell card, you can conjure spells such as calling forth a dragon that engulfs your foes in flames, heal yourself, your allies, as well as any summoned Creatures or control the minds of your enemies that are on the battlefield. This page covers a list of all the Green Sorcery Spells or Green Sorcery Spell Cards in Magic: Legends.
Upgrading Spells
There are certain materials that are used to upgrade the level or potency of the player's spells, and those materials are identified as Aether and Spell Shards. Spell Shards are fragments of a card wherein you can increase the level of the card if you've collected enough shards. Spell Shards are obtained as loot wherein it can be given as a reward for completing certain quests or dropped by enemies or bosses.
Aether, on the other hand, can be obtained by collecting Unrefined Aether from completing Overworld Activities and Missions, or Battlepass rewards which then are automatically refined into Aether. Alternatively, you can also convert ZEN, a paid currency into Refined Aether. Each account has a daily Aether Refinement cap of 50,000, and a maximum Aether storage cap of 2,000,000.
Mana Color Specialization
Listed below are the various colors of mana that have their own specialization:
- White: Healing, Control, Protection, Retribution.
- Blue: Control, Efficiency, Manipulation, Defensive Creatures.
- Green: Healing, Mana Ramping, Buffing Creatures, Strong Creatures.
- Red: Damage, Aggression, Offensive Creatures, Enter the Battlefield Effects.
- Black: Life Drain, Raising the Dead, Sacrifice for Gain, Single Target Damage.
Building your Spell Cards Deck
Players are given the freedom to build their deck of cards which includes various abilities such as summoning, magical attacks, and defensive or supportive effects. Players can choose and mix up to two colors of up to 12 cards which gives freedom of customization that can cater to a person's preferred playstyle or create various tactics and roles if you are in a team.
Magic Legends All Green Sorcery Spells
Click the header to sort the table.
Name |
Rarity |
Effect/s |
---|---|---|
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Common | Sorcery Create a hazard at target location for 8 seconds. Prevent all combat damage for allies and foes in the hazard. |
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Common | Sorcery - Condition Create a hazard at target location that deals 2907 damage to foes inside it over 5 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.) |
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Rare | Sorcery - Condition For 8.0 seconds, your creature with the lowest current health percentage gains Regenerate. (If this creature would be destroyed, it instead heals to full life and loses this effect.) |
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Uncommon | Sorcery For 10 seconds, your strongest creature gains +0/+3 Heal that creature for 2076, and it Taunts nearby enemies for 10 seconds. If you control no creatures, gain Lesser Resistance for 10 seconds instead. |
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Common | Sorcery Create a hazard at target location that heals allies inside it for 6228 over 10 seconds. |
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Common | Sorcery Create a hazard in a line in front of you that deals 8478 damage to foes inside it over 5 seconds. |
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Rare | Sorcery Heal yourself and all allies for 600. Heal value increases by 100% per additional mana spent. (For spells with an |
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Uncommon | Sorcery The creature you control with the highest power deals 200% of its damage and Taunts foes at near target foe for 10 seconds. If you control no creatures, deal 1875 damage to foes near target foe instead. |
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Common | Sorcery For 8.0 seconds, the creature you control with the highest combined power and toughness gains +3/+3. |
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Common | Sorcery For 6.0 seconds, you have Greater Mana Regeneration. (Gain mana faster in combat.) |
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Common | Sorcery Heal yourselves and nearby allies for 1453 and 1526 over 5 seconds. |
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Uncommon | Sorcery You gain 20% of your maximum health in shield for 8.0 seconds, plus an additional 3% for each point of toughness your highest toughness creature has, up to a maximum total of 50%. |
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Common | Sorcery - Condition For 8.0 seconds, you have Lesser Swiftness, your Secondary and Utility ability recharges twice as fast, and you deal 50% additional damage with your Primary Ability. (Swiftness increases movement speed.) |
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Rare | Sorcery For 8.0 seconds, your creature with the highest toughness gains "Each time this creature is attacked, create a 1/1 Saproling token for 30.0 seconds, up to a maximum of 5. |
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Uncommon | Sorcery For 8.0 seconds, up to three allied creatures at target location gain +6/+6, divided evenly among the number of creatures affected. |
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Uncommon | Sorcery - Control Root foes at target location, them create a hazard at that location that deals 6460 damage to foes inside it over 5 seconds. |
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Mythic | Sorcery Deal 7070 damage to foes in a line. Critical: Deals 100% additional damage to foes if the total power and toughness of creatures you control is greater than or equal to 25. |