The Hobbit

HOB · 321 cards · Released

Elven Passage
Land

, 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.

Elvenking's Halls
Land

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.

Goblin-town
Land

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.

Hobbit Hole
Land

, 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 . . .

Iron Hills
Land

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.

Lake-town
Land

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.

The Lonely Mountain
Land — 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.

Mirkwood
Land

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

Plains
Basic Land — Plains

(: Add .)

Roads go ever ever on

Under cloud and under star,

Yet feet that wandering have gone

Turn at last to home afar.

Island
Basic Land — Island

(: Add .)

The streams shall run in gladness,

The lakes shall shine and burn,

And sorrow fail and sadness

At the Mountain-king's return!

Swamp
Basic Land — Swamp

(: 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.

Mountain
Basic Land — Mountain

(: 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.

Forest
Basic Land — Forest

(: 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!

Plains
Basic Land — Plains

(: Add .)

Island
Basic Land — Island

(: Add .)

Swamp
Basic Land — Swamp

(: Add .)

Mountain
Basic Land — Mountain

(: Add .)

Forest
Basic Land — Forest

(: Add .)

Troop of Ponies
Creature — Horse

, , 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.

2/1
Rage into the Valley
Sorcery

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.)

The Great Goblin
Legendary Creature — Goblin Noble

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.

3/2
Thorin Oakenshield
Legendary Creature — Dwarf Noble

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 .

3/2
Gandalf, Spark Starter
Legendary Creature — Avatar Wizard

Reach

When Gandalf enters, he deals 3 damage divided as you choose among one, two, or three targets.

4/3
Glamdring, Foe-hammer
Legendary Artifact — Equipment

Instant and sorcery spells you cast cost less to cast, where X is equipped creature's power.

Equip

Gleam of Death
Sorcery — Adventure

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.)

The Eagles Are Coming!
Instant

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.

Dreaded Bat-Cloud
Creature — Bat

This spell costs less to cast if a creature died this turn.

Flying, deathtouch

4/2
The Lonely Mountain
Land — 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.

Chief Warg's Company
Creature — Wolf

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.

5/3
Thorin's Last Stand
Instant

Choose one —

• Creatures you control get +2/+1 until end of turn.

• Destroy target artifact or enchantment. You gain 2 life.

Bard's Company
Creature — Human Citizen

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.)

2/3
Bolg's Company
Creature — Goblin Soldier

This creature has haste as long as you control another Goblin.

, Sacrifice another Goblin: Add .

2/2
Dáin's Company
Creature — Dwarf Warrior

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.

2/2
Thranduil's Company
Creature — Elf Soldier

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.

3/4
Belladonna Took
Legendary Creature — Halfling Citizen

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.

2/2
Bofur, Reliable Guardian
Legendary Creature — Dwarf Scout

Lifelink

1/1
Concerted Care
Instant — Adventure

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.)

Iron Hills Blacksmith
Creature — Dwarf Artificer

Double strike

When this creature enters, create a colorless Equipment artifact token named Axe with "Equipped creature gets +1/+0" and equip .

1/1
The Queen of Dale
Legendary Creature — Human Noble

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.)

2/1
Bilbo, Luckwearer
Legendary Creature — Halfling Rogue

Bilbo can't be blocked.

Whenever Bilbo deals combat damage to a player, draw a card, then discard a card.

1/1
Burglar's Plot
Sorcery — Adventure

Exchange control of two target nonland permanents that share a card type. (Then exile this card. You may cast the creature later from exile.)

Bilbo, Thief in the Night
Legendary Creature — Halfling Rogue

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.

2/2
Fateful Discovery
Enchantment

Whenever an artifact you control enters, draw a card.

Most Decrepit Old Bird
Creature — Bird

Flying

Threshold — This creature gets +1/+1 as long as there are seven or more cards in your graveyard.

1/1
Speak Secrets
Sorcery — Adventure

Mill four cards, then put an instant or sorcery card from among them into your hand.

Azog, Moria's Ruin
Legendary Creature — Goblin Soldier

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.)

1/3
Great Ugly-Looking Goblin
Creature — Goblin Soldier

Each creature you control with a +1/+1 counter on it has menace. (It can't be blocked except by two or more creatures.)

4/4
Clap! Snap!
Sorcery — Adventure

Amass Goblins 2. (Then exile this card. You may cast the creature later from exile.)

Head of the Hunt
Creature — Wolf

Flash

If a creature an opponent controls would die, exile it instead. When you do, create a 2/2 green Wolf creature token.

4/3
Desert Were-Worm
Creature — Dragon Wurm

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.

0/5
Desolation of Smaug
Sorcery

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.

Glóin the Mighty
Legendary Creature — Dwarf Warrior

At the beginning of your first main phase, add .

4/3
Easy Pickings
Sorcery — Adventure

Easy Pickings deals 1 damage to each creature your opponents control. (Then exile this card. You may cast the creature later from exile.)

Last Light of Durin's Day
Enchantment

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.)

Smaug the Magnificent
Legendary Creature — Dragon

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.

4/3
Beorn the Fierce
Legendary Creature — Bear Shapeshifter Warrior

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.

6/6
Dancing from Dark to Dawn
Enchantment

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.

The Notary Hobbits
Legendary Creature — Halfling Advisor

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.

1/1
Thranduil, Sindarin Liege
Legendary Creature — Elf Noble

Other Elves you control get +1/+1.

Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token.

2/3
Silvan Rally
Sorcery — Adventure

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.)

The Arkenstone
Legendary Artifact

Creatures you control get +1/+1.

At the beginning of your end step, draw a card.

Seek the Heart
Sorcery — Adventure

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.)

My Precious
Legendary Artifact — Equipment

Equipped creature has hexproof and can't be blocked.

Equip, Pay 2 life.

Allure of Power
Instant — Adventure

As an additional cost to cast this spell, sacrifice a creature.

Draw two cards.

Orcrist, Goblin-cleaver
Legendary Artifact — Equipment

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

Sting, Bilbo's Sword
Legendary Artifact — Equipment

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

Elven Passage
Land

, 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.)

Gleaming Splendor
Enchantment

Whenever an opponent draws their second card each turn, you create a Treasure token.

: Two target players each draw a card.

The Lord of the Eagles
Legendary Creature — Bird Noble

Flash

This spell costs less to cast, where X is the total power of creatures you control with flying.

Flying

8/8