When this creature enters, look at the top four cards of your library. You may reveal an Elemental, Island, or Mountain card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
FlashWhen this creature enters, untap each other Merfolk you control.As long as you attacked with three or more Merfolk this turn, Merfolk you control get +1/+0.
This creature enters with two -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.
This creature enters with two -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.
Vivid — At the beginning of combat on your turn, another target creature you control gets +X/+X until end of turn, where X is the number of colors among permanents you control.
Vivid — At the beginning of combat on your turn, another target creature you control gets +X/+X until end of turn, where X is the number of colors among permanents you control.
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.
As an additional cost to cast this spell, behold a Merfolk and exile it. (Exile a Merfolk you control or a Merfolk card from your hand.)Whenever this creature enters or becomes tapped, tap up to one target creature and put a stun counter on it.When this creature leaves the battlefield, return the exiled card to its owner's hand.
When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Changeling (This card is every creature type.)When this creature dies, exile the top card of your library. Until the end of your next turn, you may play that card.
Changeling (This card is every creature type.)When this creature dies, exile the top card of your library. Until the end of your next turn, you may play that card.
As an additional cost to cast this spell, behold a Goblin and exile it. (Exile a Goblin you control or a Goblin card from your hand.)Pay 1 life, Blight 2: Target opponent blights 2. Activate only as a sorcery.When this creature leaves the battlefield, return the exiled card to its owner's hand.
Choose one —• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.• Target creature gets -2/-2 until end of turn.
Choose one —• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.• Target creature gets -2/-2 until end of turn.
Enchant creatureEnchanted creature can't attack or block., Blight 1, Sacrifice this Aura: Exile enchanted creature. (To blight 1, put a -1/-1 counter on a creature you control.)
Enchant creatureEnchanted creature can't attack or block., Blight 1, Sacrifice this Aura: Exile enchanted creature. (To blight 1, put a -1/-1 counter on a creature you control.)
When this creature enters, target creature you control gets +X/+0 until end of turn and up to one target creature an opponent controls gets -0/-X until end of turn, where X is the number of Elves you control plus the number of Elf cards in your graveyard.
You may cast this spell as though it had flash if you control a Faerie.FlyingThis creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)