|"Roots", |"Racines" (9)
Enchant Forest or Plains
Whenever enchanted land becomes tapped, its controller loses 2 life.
Delirium — This spell costs less to cast as long as there are four or more card types among cards in your graveyard.
Destroy target nonland permanent.
Creature tokens you control have ": Add one mana of any color."
Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Enchant creature without flying
When Roots enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When you set this scheme in motion, create five 1/1 green Saproling creature tokens.
As Roots of Life enters, choose Island or Swamp.
Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life.
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Defender
Put a -0/-1 counter on Wall of Roots: Add . Activate only once each turn.
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