Equipped creature gets +0/+1.As long as equipped creature's toughness is greater than its power, it assigns combat damage equal to its toughness rather than its power.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Players can't draw cards or gain life.At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Discard a card: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Choose two —• Create a token that's a copy of target Merfolk you control.• Creatures target player controls gain lifelink until end of turn.• Target player draws a card.• Tap target creature. Put a stun counter on it.
FlashWhen Rhys enters, another target creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.), : Remove any number of counters from target creature you control. Activate only as a sorcery.
Choose two —• Create a token that's a copy of target Elf you control.• Return one or two target permanent cards from your graveyard to your hand.• Destroy target creature or enchantment.• Creatures target player controls get +3/+3 until end of turn. Untap them.
Creatures you control get +X/+X, where X is the number of creatures that entered the battlefield under your control this turn.At the beginning of combat on your turn, create a 1/1 green and white Kithkin creature token.
Vivid — When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle.You may play an additional land on each of your turns.
When this creature enters, target opponent reveals X cards from their hand, where X is the number of Goblins you control. You choose one of those cards. That player exiles it. If an instant or sorcery card is exiled this way, you may cast it for as long as you control this creature, and mana of any type can be spent to cast that spell.
FlashFlyingWhen this creature enters, choose up to one other target creature. Until end of turn, that creature has base power and toughness 4/4 and gains all creature types.
Tap two untapped creatures you control: Copy target triggered ability you control. You may choose new targets for the copy. Activate only once each turn.
FlyingWhenever Maralen or another Elf or Faerie you control enters, exile the top two cards of target opponent's library.Once each turn, you may cast a spell with mana value less than or equal to the number of Elves and Faeries you control from among cards exiled with Maralen this turn without paying its mana cost.
Trample, ward This creature enters with five -1/-1 counters on it.Whenever another creature you control enters while this creature has a -1/-1 counter on it, remove a -1/-1 counter from this creature.
Trample, ward This creature enters with five -1/-1 counters on it.Whenever another creature you control enters while this creature has a -1/-1 counter on it, remove a -1/-1 counter from this creature.
Choose two —• Create a token that's a copy of target Kithkin you control.• Target player creates a 1/1 green and white Kithkin creature token.• Target creature you control gets +3/+3 until end of turn.• Target creature you control fights target creature an opponent controls.
Choose two creatures you control. You draw X cards and the chosen creatures get +X/+X and gain trample until end of turn, where X is the difference between the chosen creatures' powers.
: This creature becomes a Kithkin Scout with base power and toughness 2/3.: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.