SuperSpawnWrithe = Arm of the Ancients = vigilance and supertrample on a high toughness creature.. certainly a useful combo; and throw reach on a vigilance creature in green is certainly a useful thing -- by itself, at cmc 4, this is certainly fair; and it is posed to shine when you throw useful auras on it; guaranteed damage with a set blocker.. hot -- flavor text is very reminiscent of the kamigawa block style; goes will
ConfusedAsUsual = Kodama's Messenger = there are 63 green spirit creatures in print; of course, you're very likely to run into a land early on and not really rush your hand with too many creature cards.. -- is the reasonable green card acceleration? I'm inclined to go with yes; but it does give me a second's pause -- to get a lot of use out of it, you are running a green spirit deck; which, let's face it, isn't the easiest thing; the good green spirits cost a buttload, so you have enough of a risk to keep this from being too overpowered
theatog = Manarein = green land theft, eh? -- Gilt-Leaf Archdruid .. that's the only mono-green card I can call up that gains control of target land(s); and it's very flavorful there with the superiority-obsessed elves of Lorwyn -- the color concern aside, it seems reasonably balanced; and it's a form of mana acceleration, which green obviously likes -- seems reasonable; I just have color issues
Nephrolith = Choices of the Vasu = ..that name doesn't sound like a creature at all -- your new ability doesn't make sense to me; so whenever you tap (to attack or otherwise, but no built-in reason to tap other than risk death in combat) you choose any other creature (not "target"); and then every player can get extra mana from each land he or she controls? and can it only be directed at one at a time? doesn't specify.. -- so everyone gets double mana starting on turn 3 -- I guess green isn't too afraid of giving the boost, since it's likely to force through amazing bruisers first (like a turn 4 Terra Stomper (oh, to be uncounterable now that spring is here)), but still..
altimis = Claw of Kodama = green's new evasion abiolity? give up on super trample and just for flat out unblockable (except in the rarest of rare occasions when a player doesn't have lands.. which.. rare!) -- it's an interesting idea for a new green evasion, which I agree green needs -- and it goes very nicely with the art; relatively frail digits, etc, goes with being a 1/1; made of the forest but color matches the plains it's out on.. interesting -- anyway; although supportive of a new green evasion ability, de factor "unblockable" isn't the way to do it
purplebackpack89 = Kodama's Arachnogoth = our first spider! yay! when I saw the art, my first thought was "spider treefolk" -- a 0/2 reach for cmc 3; Canopy Spider was cmc 2 and 1/3.. but yours has chance to become MUCH bigger; even in monogreen, there are 63 green spirit creatures and 13 green arcane spells ( Kodama's Reach being one of them) -- so, anyway: this can get obscenely big in the right deck; not necessarily a bad thing.. it does make not a lot of sense that it's just a spider *no other types* that grows with spirits and arcane spells; not a spider spirit avatar or something maybe? or some flavor text to explain what's going on there?
POSValkir1 = Nature's Wrath = first, see Nature's Wrath -- green direct damage, eh? even though it's limited to attacking/blocking creatures, that's still a much more white ability that green -- championing creatures usually reduces costs.. see Changeling Titan for a 7/7 at cmc 5 (and that was any creature; not a particular type of creature // compared to Boggart Mob for specific type, which is 5/5 for cmc 4 (in black no less) and it has a nice ability) -- i'm also not sold that incarnation is the best creature type; compared to Glory, Vigor, Anger, Brawn, etc.. they are clearly incarnations of specific things; whereas "nature's wrath" incarnate is significantly less clear (this is much more nitpicky and doesn't really count against you; more just my personal reaction (which, well, is what grading is))
Dudibus = Gnarled Elder = haha, he is all types of gnarled beyond recognition! -- wow; that is pretty intense green mana security; not really acceleration, since doesn't speed up play, just security in getting one if you need one.. and in replacing the other draw, seems fair -- my first fear though is Retrace; this secures ability to re-play a Retrace card every single turn mid game.. which, in mono green, turns Worm Harvest into potential dominance like crazy! granted, I have bad experiences with Worm Harvest (a friend has inexplicably crushed me with it on multiple occasions -- but that was without the ability to comfortably play it every single turn.. which you'll be able to (and each time it's stronger than last)) -- if it weren't for Retrace, I would love this; but the security of Retrace cards makes this maybe too strong (Even though most retrace cares aren’t so amazing) -- -- -- side note: this is what I most strive for in grading: drawing to the designer's attention a possible combo//abuse which was likely an oversight (because, really, how often does anyone think about retrace?); last time I graded a card for you it was a rules break and that was that; but here, I hope this commentary is more useful to you and helps in future designing (remembering the less loved keywords which might be over-abused)
Cyranium = Grip of the Forest = I've never played with dredge; but recent conversations on here suggest it was crazy powerful (for some reason); I don't feel entirely able to comment on it given that fact -- but: just looking at ability to sac it, get lands in hand // fuel graveyard if that's what you're looking for (hey, Ghoultree , nice trunk) and do that repeatedly.. this looks like a cheap repeatable combo to fill graveyard very quickly; and even though double-green cost, still sufficiently splashable to go black/green and take advantage of the myriad black cards that love having a full graveyard, etc
HairlessThoctar = Swordarm of Kodama = that's pretty legit green flying hate -- recursion in green isn't unheard of, especially for spirits -- I like the ability to whip out and attack fliers whenever they appear; but the recursion on the same trigger doesn't rub me the right way; would like a [c]g[/mc] cost on that ability; "whenever.. you may pay.. if you do.." -- not saying it's too powerful without the cost, but having the same trigger on both abilities just feels a little odd for some reason -- that clear of a purpose could have had some very neat flavor text; a shame you didn't write something