As Gollum enters, choose odd or even. (Zero is even.)
Whenever an opponent casts a spell with mana value of the chosen quality, choose one that hasn't been chosen —
• Put a +1/+1 counter on Gollum.
• Each opponent loses 2 life and you gain 2 life.
• Draw a card.
Whenever you cast a noncreature spell, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent.
Look at the top two cards of your library and exile them face down. For as long as they remain exiled, you may play them if you control a Wizard.
Trample
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature.
Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life.
Thranduil has all activated abilities of all Elf cards in your graveyard.
Whenever another legendary Elf you control enters, draw two cards, then discard a card.
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.)
(: 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.
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.
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
As Gollum enters, choose odd or even. (Zero is even.)
Whenever an opponent casts a spell with mana value of the chosen quality, choose one that hasn't been chosen —
• Put a +1/+1 counter on Gollum.
• Each opponent loses 2 life and you gain 2 life.
• Draw a card.
Whenever you cast a noncreature spell, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent.
Look at the top two cards of your library and exile them face down. For as long as they remain exiled, you may play them if you control a Wizard.
Trample
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature.
Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life.
Thranduil has all activated abilities of all Elf cards in your graveyard.
Whenever another legendary Elf you control enters, draw two cards, then discard a card.
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.)
(: 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.
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
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, creatures you control get +1/+1.
Whenever Fíli or another nontoken Dwarf you control enters, create a 2/2 red Dwarf creature token.
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, you may pay rather than pay the equip cost of the first equip ability you activate each turn.
Whenever another Dwarf or Equipment you control enters, draw a card. This ability triggers only once each turn.
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
There was a hiss, a gushing whirl, and then silence. And that was the end of Smaug and Esgaroth.
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +2/+2.
Create X 2/2 red Dwarf creature tokens. (Then exile this card. You may cast the enchantment later from exile.)
Whenever you activate an ability of a creature, draw a card. This ability triggers only once each turn.
: Exile up to two other target nonland permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Whenever you attack, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of the piles. Put that pile into your hand and the other into your graveyard.
"What have I got in my pocket?"
—Bilbo
Whenever you cast a noncreature spell, you may draw X cards, where X is the amount of mana spent to cast that spell. If you do, discard two cards.
Elrond took the map and gazed long at it, and he shook his head, until he saw what the moon revealed.
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If an ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard
Equip
When this enchantment enters, return target creature card from your graveyard to your hand.
Whenever a creature card leaves your graveyard, amass Goblins 1.
: Goblins and Orcs you control gain menace until end of turn.
Exile the top X cards of target opponent's library. You may play those cards this turn. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
"Old fool!" Bilbo thought. "Why, there is a large patch in the hollow of his left breast as bare as a snail out of its shell!"
Deathtouch
Whenever a player loses life, that player mills that many cards. (Damage causes loss of life.)
When The Master of Lake-town dies, draw a card for each graveyard with seven or more cards in it.
Whenever this creature attacks, you may sacrifice another creature. If you do, put a number of +1/+1 counters on this creature equal to the sacrificed creature's power.
When this creature dies, amass Goblins X, where X is this creature's power. (Put X +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.)
When The Sackville-Bagginses enter, you may sacrifice another creature or artifact. If you do, draw a card and create a Treasure token.
Whenever you sacrifice a token, target opponent loses 1 life.
It took more than Bilbo showing up alive to convince some that he was not, in fact, "presumed dead."
Put onto the battlefield under your control all creature cards in your opponents' graveyards that were put there from the battlefield this turn. They are Food artifacts with ", , Sacrifice this artifact: You gain 3 life." (They lose all other types and subtypes.)
The spiders laughed. "You were quite right," they said, "the meat's alive and kicking!"