Green Spells or Green Spell Cards in Magic Legends is one of the five types of mana spells. Green Spells or Spell Cards resonate with Green Mana and the Beastcaller planeswalker, which allows the player to embrace the ferocity of creatures across the multiverse, granting the ability to summon and nourish massive creatures of the wild who will aid you and your allies in battle. Although Green Spells synergize well with the Beastcaller class, in Magic: Legends, players can still branch out and equip other color-specific spell cards such as Red, Blue, Black, and White to their deck. This page covers a list of all the Green Spells or Green 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.
Spell 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 Spells
Green Spells Comparison Table
Click the header to sort the table.
Name |
Rarity |
Effect/s |
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Uncommon | Creature - 2/2 Human Werewolf If kicked, gain +2/+2, Trample, and Transform. Special Ability: Deal 314 damage to foes in a cone. If Transformed, charge to a foe and deal 628 damage to foes in front of it instead. |
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Uncommon | Creature - 2/1 Elf Archer Whenever an Archer you control deals damage to a foe, that creature applies Greater Snare to the target for 5 seconds. (Snare reduces movement speed.) |
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Common | Creature - 1/1 Elf Archer Special Ability: Create a mana orb. (Whenever a player comes in contact with a mana orb, it restores a portion of their mana.) |
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Common | Creature - 1/1 Saproling Summon 3, Kicker (Press and hold to spend additional mana.) If this spell was kicked, summon 2 additional Saprolings. |
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Uncommon | Creature - 2/2 Wolf Summon X: (For spells with an in their cost, press and hold to spend more mana.) |
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Rare | Creature - 2/2 Elf Assassin Special Ability: Destroy a random nearby standard or weaker foe. |
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Common | Creature - 2/4 Spider Special Ability: Deal 628 damage over 3 seconds and Stun target foe. |
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Rare | Creature - 2/2 Human Archer Werewolf Activated Ability : Transform and grant allied creatures Greater Haste and Greater Swiftness for 10 seconds. If Transformed, pay to revert to human form. (If this spell enters your hand while you control the creature, it becomes this ability instead.) |
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Rare | Creature - 2/2 Ooze Retaliate (Deal its power in damage to its attacker when hit.) |
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Rare | Creature - 2/2 Wolf Spirit On Summon: Other creatures you control gain +0/+2 for 10 seconds. On Death: Other creatures you control gains +2/+0 for 10 seconds. |
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Uncommon | Creature - 3/5 Lizard Special Ability: Deal 628 damage, Taunt, and applyLesser Weakness to nearby foes for 10 seconds. Activated Ability : Deal 628 damage and Taunt target foe for 10 seconds. (If this spell enters your hand while you control this creature, it becomes this ability instead.) |
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Uncommon | Creature - 0/4 Spider Creates a 1/2 Spider creature token for 30 seconds every 2 seconds, up to a maximum of 5 at a time. Cannot move or attack. |
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Rare | Creature - 5/5 Spider Special Ability: Summon three 1/2 Spider creature tokens for 30 seconds. |
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Common | Creature - 6/6 Beast Trample (Basic attacks hit multiple targets.) On Summon: Deal 314 damage and knock down nearby foes. |
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Mythic | Creature - 7/7 Elemental Trample (Basic attacks hit multiple targets.) Nearby allied saprolings gain +1/+1. Activated Ability : Create three 1/1 Saproling creature tokens for 30 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 in their cost, press and hold to spend more mana.) |
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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 For 8.0 seconds, the creature you control with the highest combined power and toughness gains +3/+3. |
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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 6.0 seconds, you have Greater Mana Regeneration. (Gain mana faster in combat.) |
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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 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 Heal yourselves and nearby allies for 1453 and 1526 over 5 seconds. |
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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 - 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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Common | Sorcery Create a hazard at target location that heals allies inside it for 6228 over 10 seconds. |
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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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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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Uncommon | Sorcery - Control Root foes at target location, them create a hazard at that location that deals 9660 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. |
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Uncommon | Enchantment For 30 seconds, whenever you cast a creature spell that costs 5 mana or more, gain 1 mana. |
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Rare | Enchantment For 30 seconds, any healing you receive is also granted to your creature with the highest combined power and toughness. |
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Mythic | Enchantment For 30 seconds, whenever a creature you control dies, pay . If you do, Regenerate that creature. (If this creature would be destroyed, it instead heals to full life and loses this effect.) |
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Common | Enchantment For 30 seconds, whenever you cast a creature spell, a creature you control with the highest power deals 200% of its damage to the strongest nearby foe. |