: 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.
As an additional cost to cast this spell, behold an Elemental and exile it. (Exile an Elemental you control or an Elemental card from your hand.)Whenever another Elemental you control enters, it deals damage equal to its power to each opponent.When this creature leaves the battlefield, return the exiled card to its owner's hand.
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.
FlyingThis creature enters with a -1/-1 counter on it., Remove a counter from this creature: Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card.
Whenever you cast an instant or sorcery spell from your hand, exile that card with a dream counter on it instead of putting it into your graveyard as it resolves.Whenever this creature attacks, you may cast a spell from among cards you own in exile with dream counters on them without paying its mana cost.
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.
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.
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.
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.
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.
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.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
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.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)Choose a creature type. Draw a card for each permanent you control of that type.
At the beginning of your first main phase, you may blight 1. If you do, create a Treasure token. (To blight 1, put a -1/-1 counter on a creature you control. A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
At the beginning of your first main phase, you may blight 1. If you do, create a Treasure token. (To blight 1, put a -1/-1 counter on a creature you control. A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Each noncreature spell you cast has conspire. (As you cast a noncreature spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy. A copy of a permanent spell becomes a token.)
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.
, Blight 1: Surveil 1., Blight 2: Exile target card from a graveyard.During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
, : Another target creature you control gains flying and lifelink until end of turn.At the beginning of your end step, if you gained life this turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than or equal to the amount of life you gained...
, : Another target creature you control gains flying and lifelink until end of turn.At the beginning of your end step, if you gained life this turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than or equal to the amount of life you gained...
As long as this Equipment is attached to a creature, the first time you would create one or more tokens each turn, you may instead create that many tokens that are copies of equipped creature.Equip
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.