When this creature enters, target creature gets +2/+0 and gains haste until end of turn.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
A light an army can follow.
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at the beginning of the next end step.
"I don't know why the little one was so mad. He said to put him down, and I put him down."
When this creature dies, it deals 3 damage to any target.
The oil sloshes against his skull as he nears his destination: the Frogtosser Games and the lighting of the Flaming Boggart.
Needle Drop deals 1 damage to any target that was dealt damage this turn.
Draw a card.
"First it was plovers and mulldrifters. Now it's knitting needles the size of javelins."
—Calydd, kithkin farmer
Trample
Champion an Elemental (When this enters, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever you clash, you may pay . If you do, create a 3/1 red Elemental Shaman creature token. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.)
: Add two mana in any combination of colors. Spend this mana only to cast Elemental spells or activate abilities of Elementals.
"Be silent and listen to your inner fire. Only then can you walk the Path of Flame."
: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add .
When provoked, a flamekin's inner fire burns far hotter than any giant's forge.
Giant spells you cast cost less to cast.
Boggarts constantly strive to outdo each other with the things they bring back to the warren, each hoping the exploit will become as well-known as those of Auntie Grub.
Other Giant creatures you control get +2/+2 and have trample.
A hundred generations has he mentored, a hundred armies has he crushed beneath his feet, yet only a hundred words has he ever spoken, each more revered than a hundred books.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
"Auntie Grub had caught a goat, a bleating doe that still squirmed in her arms. At the same time, her warren decided to share with her a sensory greeting of hot tar . . . ."
—A tale of Auntie Grub
Tarfire deals 2 damage to any target.
"After Auntie brushed the soot from her eyes, she discovered something wonderful: the fire had turned the goat into something that smelled delicious."
—A tale of Auntie Grub
When this creature enters, it deals damage equal to the number of Giants you control to each non-Giant creature.
He cares not for the disasters his storm brings as long as his path ahead is clear.
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
"I knew that trick long before your great-grandmother's great-grandmother was born."
Whenever a Forest you control enters, this creature gets +2/+2 until end of turn.
Whenever you cast a Treefolk spell, this creature gets +2/+2 until end of turn.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Whenever a player casts a Goblin spell, you may pay . If you do, you gain 2 life.
"If you want to test wisdom, offer it to fools and watch how they tear it up."
Flash
When this creature enters, target creature gets +3/+3 until end of turn.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Changeling (This card is every creature type.)
Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
Reach (This creature can block creatures with flying.)
"Clever folk build their homes near cloudcrowns. If a hawk or even just a faerie tries to swoop in, it'll get swatted from here to Cloverdell."
—Calydd, kithkin farmer
Flash
Reach
When this creature enters, it deals 2 damage to each creature with flying and each player.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control.
This creature has trample as long as you control another Treefolk.
: Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
"How do the vinebred feel? Fah! We do not ask the puppet how it feels when the puppeteer bids it dance."
Sacrifice this creature: You gain 1 life for each Elf card in your graveyard.
"No matter how adept our artistic skill, our effigies can never hope to capture the vibrant beauty of a living elf. Perhaps that is truly why we mourn."
Whenever a player casts a Giant spell, you may put a +1/+1 counter on this creature.
The hardest lesson for any elf to learn is humility. It takes a giant to teach that.
When this creature enters, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
: Add one mana of any color.
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.
Flash
Enchant creature
Enchanted creature gets +5/+5 and has trample.
From mite to mighty.
Whenever an opponent casts a blue spell during your turn, you may create a 4/4 green Elemental creature token.
Calm as a wisent's watch
—Elvish expression meaning "safe"
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Pretty, valuable, and delicious—a boggart thief's trifecta.
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
[+1]: Untap two target lands.
[−1]: Create a 3/3 green Beast creature token.
[−4]: Creatures you control get +3/+3 and gain trample until end of turn.
Create two 1/1 green Elf Warrior creature tokens. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value. Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
, : Look at the top two cards of your library, then put them back in any order.
Desmera blinded her seers so that her beauty would be the last image burned in their memories. The act only deepened their insight.
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
, Sacrifice a Kithkin: You gain 1 life.
Although they're protective of all creatures, many treefolk are especially fond of the empathic kithkin.
Regenerate target creature. You gain life equal to that creature's toughness.
Elvish battle-magic has evolved two specialties: inflicting wounds that scar, and healing wounds without scarring. Politics determines the recipients of each.
Target creature blocks target creature this turn if able.
"Springjacks and faeries can be difficult to hunt, but my favorite prey are the flamekin. They never fail to put up a worthy fight when cornered."
: Put a +1/+1 counter on target creature for each Elf you control.
Elves of the immaculate class weave flora into living creatures—sometimes to endorse an elite warrior, sometimes to create a breathing work of art.
Other Elves you control get +1/+1.
, : Create a 1/1 green Elf Warrior creature token.
In a culture of beauty, the most beautiful are worshipped as gods.
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
"Tie a mouse under a bridge, and your cabbages will triple in size."
—Kithkin superstition
Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control.
: This creature deals damage equal to its power to target creature with flying.
, : Target attacking creature gets +2/+2 until end of turn.
The kith dance their elaborate reels not merely to celebrate the events of their lives but to form an unbreakable bond of loyalty with their kin, a bond stronger than the fear of death itself.
Whenever an attacking Kithkin or Elf is put into your graveyard from the battlefield, you may draw a card.
Eidren's hunts are dangerous affairs. All dread the inevitable recounting of those who died while flushing out his prey.
Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.)
Draw a card.
"Which is more filled with poison: the flower of the moonglove or the minds of elves?"
—Vessifrus, flamekin demagogue
Choose a card name, then target player mills a card. If a card with the chosen name was milled this way, you gain life equal to its mana value.
Draw a card.
"A ribbon torn will ward away dark dreams."
: Add .
Eidren, perfect of Lys Alana, ordered hundreds of trees uprooted and rearranged into a pattern he deemed beautiful. Thus the Gilt-Leaf Wood was born.
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Bulgo paused, puzzled. What was that rustling sound, and why did he feel so stiff? And how could his feet be so thirsty?
Whenever you cast an Elf spell, you may create a 1/1 green Elf Warrior creature token.
From the highest tiers of Dawn's Light Palace to the deepest shade of Wren's Run, the silver notes of the horn shimmer through the air, and all who hear it feel its pull.
When this creature enters, draw a card.
Whenever you cast a creature spell, you may pay . If you do, return this card from your graveyard to your hand.
"Beauty determines value, and we determine beauty."
All creatures able to block this creature do so.
When this creature enters, clash with an opponent. If you win, put a +1/+1 counter on this creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Vigilance, trample
"Roam as you will, your roots remain in the strong earth of your Rising."
Choose two —
• Target player gains 7 life.
• Put target noncreature permanent on top of its owner's library.
• Target player shuffles their graveyard into their library.
• Search your library for a creature card, reveal it, put it into your hand, then shuffle.
Destroy target noncreature permanent. If you control a Treefolk, draw a card.
"All the sylvan secrets of this world are etched between my rings. The skinfolk's metal aberrations can rot between my roots."
—Colfenor, the Last Yew
When this creature dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.
"May you shade three generations of seedlings."
Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)
It takes a huntmaster's eye to discern the contours of mythical prey.
Other Treefolk creatures you control get +1/+1.
Other Treefolk and Forests you control have indestructible.
In his presence, an ordinary grove becomes a bastion to turn spells and break armies.
When this creature enters, you may search your library for a Treefolk or Forest card, reveal it, then shuffle and put that card on top.
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.