, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. You may behold an Elf. If you do, untap that land. (To behold an Elf, choose an Elf you control or reveal an Elf card from your hand.)
Filled with the twinkling lights, laughter, and songs of the Elves.
This land enters tapped.
: Add or .
, , Sacrifice this land: Put two +1/+1 counters on target Elf you control. Activate only as a sorcery.
Elf-guards sang as they marched along the twisting, crossing, and echoing paths.
This land enters tapped.
: Add or .
, , Sacrifice this land: Put two +1/+1 counters on target Goblin or Orc you control. Activate only as a sorcery.
The passages were crossed and tangled in all directions, and it was most horribly stuffy.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Halflingcycling (, Discard this card: Search your library for a Halfling card, reveal it, put it into your hand, then shuffle.)
In a hole in the ground there lived a Hobbit . . .
This land enters tapped.
: Add or .
, , Sacrifice this land: Put two +1/+1 counters on target Dwarf you control. Activate only as a sorcery.
The hills provided quality iron, allowing Dáin's folk to clad themselves in hauberks of steel mail and hoses of fine metal mesh.
This land enters tapped.
: Add or .
, , Sacrifice this land: Put two +1/+1 counters on target Human you control. Activate only as a sorcery.
The Elves spoke of a strange town built right on the surface of the Long Lake, under the shadow of the Dragon-mountain.
(: Add .)
This land enters tapped unless you control an Equipment.
, : Create a 2/2 red Dwarf creature token. This ability costs less to activate for each Equipment you control. Activate only as a sorcery.
This land enters tapped.
: Add or .
, , Sacrifice this land: Put two +1/+1 counters on target Bear, Spider, or Wolf you control. Activate only as a sorcery.
"Stick to the forest-track, keep your spirits up, and hope for the best."
—Gandalf
(: Add .)
Roads go ever ever on
Under cloud and under star,
Yet feet that wandering have gone
Turn at last to home afar.
(: Add .)
The streams shall run in gladness,
The lakes shall shine and burn,
And sorrow fail and sadness
At the Mountain-king's return!
(: Add .)
The wind went on from west to east;
All movement in the forest ceased,
But shrill and harsh across the marsh
Its whistling voices were released.
(: Add .)
Far over the misty mountains cold
To dungeons deep and caverns old
We must away, ere break of day,
To seek the pale enchanted gold.
(: Add .)
Sigh no more Pine, till the wind of the morn!
Fall Moon! Dark be the land!
Hush! Hush! Oak, Ash, and Thorn!
Hushed be all water, till dawn is at hand!
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
, , Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put one onto the battlefield tapped and the other into your hand, then shuffle.
You draw a card and lose 1 life.
Amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Whenever you put one or more counters on a Goblin, Orc, or Army you control, The Great Goblin deals 2 damage to target opponent.
Whenever another Goblin, Orc, or Army you control dies, exile the top card of your library. You may play it until the end of your next turn.
Trample
Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, artifacts and creatures you control have ward .
Reach
When Gandalf enters, he deals 3 damage divided as you choose among one, two, or three targets.
Instant and sorcery spells you cast cost less to cast, where X is equipped creature's power.
Equip
Mill six cards, then put all instant and sorcery cards from among them into your hand. (Then exile this card. You may cast the artifact later from exile.)
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
This spell costs less to cast if a creature died this turn.
Flying, deathtouch
(: Add .)
This land enters tapped unless you control an Equipment.
, : Create a 2/2 red Dwarf creature token. This ability costs less to activate for each Equipment you control. Activate only as a sorcery.
Trample
This creature can't attack unless you control two or more other Wolves.
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
Choose one —
• Creatures you control get +2/+1 until end of turn.
• Destroy target artifact or enchantment. You gain 2 life.
You may cast this spell as though it had flash if you control a Human.
Other creatures you control get +1/+1.
Whenever this creature enters or attacks, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
This creature has haste as long as you control another Goblin.
, Sacrifice another Goblin: Add .
This creature has lifelink as long as you control another Dwarf.
When this creature enters, look at the top four cards of your library. You may reveal a Dwarf or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
As long as you control another Elf, you may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, put two +1/+1 counters on target creature you control. It gains vigilance until end of turn.
Whenever a token you control enters, you gain 1 life if this is the first time this ability has resolved this turn. If it's the second time, draw a card. If it's the third time, put a +1/+1 counter on each creature you control.
Lifelink
Target artifact or creature you control gains hexproof and indestructible until end of turn. (Then exile this card. You may cast the creature later from exile.)
Double strike
When this creature enters, create a colorless Equipment artifact token named Axe with "Equipped creature gets +1/+0" and equip .
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Bilbo can't be blocked.
Whenever Bilbo deals combat damage to a player, draw a card, then discard a card.
Exchange control of two target nonland permanents that share a card type. (Then exile this card. You may cast the creature later from exile.)
Spells you cast from anywhere other than your hand cost less to cast.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Whenever an artifact you control enters, draw a card.
Flying
Threshold — This creature gets +1/+1 as long as there are seven or more cards in your graveyard.
Mill four cards, then put an instant or sorcery card from among them into your hand.
When Azog enters, destroy up to one other target creature. Its controller amasses Goblins X, where X is that creature's power. If you controlled that creature, draw a card. (To amass Goblins X, that player puts X +1/+1 counters on an Army they control. It's also a Goblin. If they don't control an Army, they create a 0/0 black Goblin Army creature token first.)
Each creature you control with a +1/+1 counter on it has menace. (It can't be blocked except by two or more creatures.)
Amass Goblins 2. (Then exile this card. You may cast the creature later from exile.)
Flash
If a creature an opponent controls would die, exile it instead. When you do, create a 2/2 green Wolf creature token.
This creature gets +2/+0 for each Mountain you control.
Whenever you attack with creatures with total power 12 or greater for the first time each turn, untap all attacking creatures. After this phase, there is an additional combat phase.
Desolation of Smaug deals 3 damage to each non-Dragon creature.
Add four mana in any combination of colors. Spend this mana only to cast Dragon spells.
At the beginning of your first main phase, add .
Easy Pickings deals 1 damage to each creature your opponents control. (Then exile this card. You may cast the creature later from exile.)
Whenever a Mountain you control enters, put a quest counter on this enchantment. If it has six or more quest counters on it, sacrifice it. If you do, search your hand and/or library for a Dragon card and put it onto the battlefield. If you search your library this way, shuffle.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Flying, haste
Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target.
At the beginning of your upkeep, create a Treasure token.
Trample
Other Bears you control get +2/+2.
At the beginning of combat on your turn, put a trample counter on up to one target creature you control. It becomes a Bear in addition to its other types. Then if you control three or more Bears, draw two cards.
Whenever you cast a creature spell, put X +1/+1 counters on target creature you control, where X is that spell's mana value.
Landfall — Whenever a land you control enters, create a 2/2 green Bear creature token.
When The Notary Hobbits enter, if they're not a token, create two tokens that are copies of them, except the tokens aren't legendary.
: Add for each Halfling you control.
Other Elves you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token.
Mill four cards, then put up to two land cards from among them into your hand. (Then exile this card. You may cast the creature later from exile.)
Creatures you control get +1/+1.
At the beginning of your end step, draw a card.
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.)
Equipped creature has hexproof and can't be blocked.
Equip—, Pay 2 life.
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
Equipped creature gets +2/+2 and has trample.
Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type.
Equip
Flash
When Sting enters, put a hone counter on Sting for each creature target opponent controls. Attach Sting to up to one target creature you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.)
Equip
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. You may behold an Elf. If you do, untap that land. (To behold an Elf, choose an Elf you control or reveal an Elf card from your hand.)
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Flash
This spell costs less to cast, where X is the total power of creatures you control with flying.
Flying