Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lathril deals combat damage to a player, create that many 1/1 green Elf Warrior creature tokens.
, Tap ten untapped Elves you control: Each opponent loses 10 life and you gain 10 life.
Flying, vigilance
The first card you foretell each turn costs to foretell.
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on this creature.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Flying
Spells you cast from anywhere other than your hand cost less to cast.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
"Our quarrels behind us. Our foes before us. Death or triumph for us all!"
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
"I count the usurpers with my dagger, one death blow at a time."
Whenever an Elf you control dies, exile it.
, Pay 2 life: Until end of turn, you may cast a creature spell from among cards exiled with this artifact.
The coils spiral like time itself, carrying spirits back around from death to reawakening.
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
Even war cannot dull Skemfar's beauty.
Enchant creature
Enchanted creature gets +1/+1 for each Elf you control and has reach.
: Return this card from your graveyard to your hand.
Lathril, queen of the ancient Einir, left a powerful legacy for her mortal descendants.
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf you control enters, you gain life equal to its toughness.
"We'll break their lines. The rest of you, follow!"
Attacking Elves you control have deathtouch.
Whenever an Elf you control dies, each opponent loses 1 life and you gain 1 life.
"The Cosmos Serpent favored us with his venom. As thanks, we sink fangs into those who dishonor the old ways."
Flying
Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
Flying
When this creature enters, exile target player's graveyard.
"Better the dead depart utterly than be enslaved."
Flying
When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
The Champion reached for a stone, and Heliod placed the sun into her hand.
—The Theriad
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
In their final moments, the demons gazed upon grace in its purest form.
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
The barrier between existence and oblivion is thinner than you know.
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Its wings disturb more than air.
Vigilance
Geist-Honored Monk's power and toughness are each equal to the number of creatures you control.
When this creature enters, create two 1/1 white Spirit creature tokens with flying.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Though the spirits' bodies were ethereal, Agnur soon learned that their blades were quite solid—and razor-sharp.
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
"One faith, but many hands in victory."
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Kor have no concept of exploration. They return to homelands forgotten.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flash
Flying
When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Some timelines forever fray, branch, and intermingle. Others end abruptly.
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
"When you hear thunder on a cloudless day, take cover and brace for the coming of the storm herd."
—Skotov, Tin Street basket vendor
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
A blazing sun that never sets.
Defender
When this creature enters, draw a card.
"I search for a vision of Zendikar that does not include the Eldrazi."
—Expedition journal entry
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Another imminent battle subsided in busy snuffling and carefree rooting.
When this enchantment enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying.
When this enchantment leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
Sometimes it's useful to take a break from existence.
Flying
When this creature enters, draw cards equal to the number of opponents you have.
: Create a 1/1 colorless Thopter artifact creature token with flying.
Flying
When this creature enters, return target creature to its owner's hand.
"When you see a raven, head for the hills. It knows when the ghost-tide is headed in."
—Sved, fisherman of Nephalia
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
"The secret entrance should be near."
Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
To Jin-Gitaxias, perfection is not a goal, but a process.
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"Rich" is a relative term.
You draw three cards and you lose 3 life.
"Conquering your first world is the hardest, after all. My power grew as I moved from world to world, taking anything that would make the next taking easier."
—Ob Nixilis
When this creature dies, create three 1/1 green Elf Warrior creature tokens, then mill three cards. (Put the top three cards of your library into your graveyard.)
"As long as eyeblights exist, the hunt will never end."
—Miara, Thorn of the Glade
Non-Elf creatures get -2/-2 until end of turn.
"I've already seen so much evil, so much darkness. Why do you insist on adding more?"
—Nissa Revane, to Dwynen
, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.
In beauty-obsessed Lys Alana, one cut of her blade means the difference between a high society feast and raking through the dungheap for scraps.
Whenever Miara or another Elf you control dies, you may pay and 1 life. If you do, draw a card.
Partner (You can have two commanders if both have partner.)
"Approach from downwind. Tread with care. Aim for the heart."
Elves you control get +2/+0.
Like moonglove's flowers, the greatest beauty often masks the greatest dangers.
Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.
An elvish duel is a thing of beauty: the warriors' grace, the crash of steel, then the artful spray of blood.
Whenever you cast a creature spell, draw a card.
"The tiniest mouse speaks louder to me than all the festival crowds on Tin Street."
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Whenever this creature attacks, you may have other attacking creatures get +X/+X until end of turn, where X is this creature's power.
Reach (This creature can block creatures with flying.)
Other Elf creatures you control get +1/+1.
Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
"This is our land. We will not allow eyeblights to poison its beauty."
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
"The elves tend the forest, and the forest sustains the elves. My role is to ensure that the cycle continues."
: Add .
"Life grows everywhere. My kin merely find those places where it grows strongest."
—Nissa Revane
Create a 1/1 green Elf Warrior creature token for each Elf you control.
The faultless and immaculate castes form the lower tiers of elvish society, with the exquisite caste above them. At the pinnacle is the perfect, a consummate blend of aristocrat and predator.
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.