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.
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.
Enchant landAs this Aura enters, choose a color.Enchanted land is the chosen color.Whenever enchanted land is tapped for mana, its controller adds an additional one mana of the chosen color.
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.
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.
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.
End-Blaze Epiphany deals X damage to target creature. When that creature dies this turn, exile a number of cards from the top of your library equal to its power, then choose a card exiled this way. Until the end of your next turn, you may play that card.
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.
: 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.