Creatures 41
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1
Abomination of Llanowar
Abomination of Llanowar
Legendary Creature — Elf Horror
*/*
Vigilance; menace (This creature can't be blocked except by two or more creatures.)
Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.
- The ability that defines Abomination of Llanowar's power and toughness applies in all zones, not just the battlefield.
- As long as Abomination of Llanowar is on the battlefield (and still an Elf) or in your graveyard, its ability will count itself.
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1
Beast Whisperer
Beast Whisperer
Creature — Elf Druid
2/3
Whenever you cast a creature spell, draw a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Canopy Tactician
Canopy Tactician
Creature — Elf Warrior
3/3
Other Elves you control get +1/+1.
: Add .
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1
Cultivator of Blades
Cultivator of Blades
Creature — Elf Artificer
1/1
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Whenever this creature attacks, you may have other attacking creatures get +X/+X until end of turn, where X is this creature's power.
- If this creature's power is negative as its ability resolves, X is considered to be 0.
- The value of X is determined as Cultivator of Blades's last ability resolves. It won't change later, even if its power changes. If Cultivator of Blades is no longer on the battlefield, use its power as it last existed on the battlefield to determine the value of X.
- You choose whether or not to have your other attacking creatures get +X/+X as Cultivator of Blades's triggered ability resolves, not as you put it onto the stack.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
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1
Dwynen, Gilt-Leaf Daen
Dwynen, Gilt-Leaf Daen
Legendary Creature — Elf Warrior
3/4
Reach (This creature can block creatures with flying.)
Other Elf creatures you control get +1/+1.
Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
- Count the number of attacking Elves you control as Dwynen's last ability resolves to determine how much life to gain.
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1
Elderfang Ritualist
Elderfang Ritualist
Creature — Elf Cleric
3/1
When this creature dies, return another target Elf card from your graveyard to your hand.
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1
Elvish Archdruid
Elvish Archdruid
Creature — Elf Druid
2/2
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
- Elvish Archdruid's activated ability is a mana ability. It doesn't use the stack and players can't respond to it.
- Elvish Archdruid's first ability affects only other Elves you control. However, Elvish Archdruid's second ability counts all Elves you control — including itself.
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Elvish Mystic
Elvish Mystic
Creature — Elf Druid
1/1
: Add .
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1
Elvish Rejuvenator
Elvish Rejuvenator
Creature — Elf Druid
1/1
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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End-Raze Forerunners
End-Raze Forerunners
Creature — Boar
7/7
Vigilance, trample, haste
When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
- The triggered ability of End-Raze Forerunners affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't get +2/+2 or gain vigilance or trample.
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1
Eyeblight Cullers
Eyeblight Cullers
Creature — Elf Warrior
3/3
When this creature dies, create three 1/1 green Elf Warrior creature tokens, then mill three cards. (Put the top three cards of your library into your graveyard.)
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Farhaven Elf
Farhaven Elf
Creature — Elf Druid
1/1
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Golgari Findbroker
Golgari Findbroker
Creature — Elf Shaman
3/4
When this creature enters, return target permanent card from your graveyard to your hand.
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Harald, King of Skemfar
Harald, King of Skemfar
Legendary Creature — Elf Warrior
3/2
Menace (This creature can't be blocked except by two or more creatures.)
When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Imperious Perfect
Imperious Perfect
Creature — Elf Warrior
2/2
Other Elves you control get +1/+1.
, : Create a 1/1 green Elf Warrior creature token.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Elves you control may become lethal if Imperious Perfect leaves the battlefield during that turn.
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Jagged-Scar Archers
Jagged-Scar Archers
Creature — Elf Archer
*/*
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.
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1
Jaspera Sentinel
Jaspera Sentinel
Creature — Elf Rogue
1/2
Reach
, Tap an untapped creature you control: Add one mana of any color.
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1
Lathril, Blade of the Elves
Lathril, Blade of the Elves
Legendary Creature — Elf Noble
2/3
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lathril deals combat damage to a player, create that many 1/1 green Elf Warrior creature tokens.
, Tap ten untapped Elves you control: Each opponent loses 10 life and you gain 10 life.
- You can tap any ten untapped Elves you control, including ones you haven't controlled continuously since the beginning of your most recent turn, to pay that part of the cost of Lathril's activated ability. You must have controlled Lathril continuously since the beginning of your most recent turn, however. Lathril doesn't count as one of the ten.
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Llanowar Tribe
Llanowar Tribe
Creature — Elf Druid
3/3
: Add .
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Lys Alana Huntmaster
Lys Alana Huntmaster
Creature — Elf Warrior
3/3
Whenever you cast an Elf spell, you may create a 1/1 green Elf Warrior creature token.
- Lys Alana Huntmaster’s ability will resolve before the Elf spell that caused it to trigger.
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Lys Alana Scarblade
Lys Alana Scarblade
Creature — Elf Assassin
1/1
, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.
- The number of Elves you control is counted only as Lys Alana Scarblade’s ability resolves. If Lys Alana Scarblade is still on the battlefield, it’ll count itself.
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Marwyn, the Nurturer
Marwyn, the Nurturer
Legendary Creature — Elf Druid
1/1
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn.
: Add an amount of equal to Marwyn's power.
- Marwyn's activated ability is a mana ability. It doesn't use the stack and can't be responded to.
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Masked Admirers
Masked Admirers
Creature — Elf Shaman
3/2
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.
- The second triggered ability triggers only if Masked Admirers is in your graveyard when you cast a creature spell.
- Masked Admirers will return to your hand before the creature spell you cast resolves.
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Miara, Thorn of the Glade
Miara, Thorn of the Glade
Legendary Creature — Elf Scout
1/2
Whenever Miara or another Elf you control dies, you may pay and 1 life. If you do, draw a card.
Partner (You can have two commanders if both have partner.)
- If multiple Elves you control (possibly including Miara, Thorn of the Glade) die at the same time, Miara's ability triggers that many times.
- Each time Miara's triggered ability resolves, you may pay and 1 life only once to draw only one card.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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Nullmage Shepherd
Nullmage Shepherd
Creature — Elf Shaman
2/4
Tap four untapped creatures you control: Destroy target artifact or enchantment.
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Numa, Joraga Chieftain
Numa, Joraga Chieftain
Legendary Creature — Elf Warrior
2/2
At the beginning of combat on your turn, you may pay . When you do, distribute X +1/+1 counters among any number of target Elves.
Partner (You can have two commanders if both have partner.)
- Numa's triggered ability goes on the stack without a target. While that ability is resolving, you may pay . If you do, a second ability triggers. You choose the target Elves and announce how the +1/+1 counters will be distributed as you put that ability on the stack. Each target must receive at least one +1/+1 counter. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after mana is paid but before counters are placed.
- If some of the creatures are illegal targets as the reflexive triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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Poison-Tip Archer
Poison-Tip Archer
Creature — Elf Archer
2/3
Reach (This creature can block creatures with flying.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever another creature dies, each opponent loses 1 life.
- If another creature dies at the same time as Poison-Tip Archer does, each opponent loses 1 life.
- In a Two-Headed Giant game, Poison-tip Archer's last ability causes the opposing team to lose 2 life.
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Reclamation Sage
Reclamation Sage
Creature — Elf Shaman
2/1
When this creature enters, you may destroy target artifact or enchantment.
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1
Rhys the Exiled
Rhys the Exiled
Legendary Creature — Elf Warrior
3/2
Whenever Rhys attacks, you gain 1 life for each Elf you control.
, Sacrifice an Elf: Regenerate Rhys.
- You may sacrifice Rhys the Exiled to pay for its own regeneration ability. However, since Rhys is no longer on the battlefield, the ability will have no effect.
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Ruthless Winnower
Ruthless Winnower
Creature — Elf Rogue
4/4
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
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Shaman of the Pack
Shaman of the Pack
Creature — Elf Shaman
3/2
When this creature enters, target opponent loses life equal to the number of Elves you control.
- Count the number of Elves you control as Shaman of the Pack’s ability resolves, including Shaman of the Pack if it’s still on the battlefield, to determine how much life is lost.
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Skemfar Shadowsage
Skemfar Shadowsage
Creature — Elf Cleric
2/5
When this creature enters, choose one —
- Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common.
- You gain X life, where X is the greatest number of creatures you control that have a creature type in common.
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Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
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Sylvan Messenger
Sylvan Messenger
Creature — Elf
2/2
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Timberwatch Elf
Timberwatch Elf
Creature — Elf
1/2
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
- The number of Elves on the battlefield is counted only as Timberwatch Elf’s ability resolves. If Timberwatch Elf is still on the battlefield, it’ll count itself.
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Twinblade Assassins
Twinblade Assassins
Creature — Elf Assassin
5/4
At the beginning of your end step, if a creature died this turn, draw a card.
- If a creature didn't die before your end step begins, the ability of Twinblade Assassins doesn't trigger at all. The creature may have died before Twinblade Assassins entered the battlefield, however.
- The triggered ability triggers just once, no matter how many creatures died this turn.
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Voice of Many
Voice of Many
Creature — Elf Druid
3/3
When this creature enters, draw a card for each opponent who controls fewer creatures than you.
- Opponents who have left the game aren’t counted.
- You compare how many creatures opponents control only as Voice of Many’s triggered ability resolves. If it’s still on the battlefield, it’ll count among the creatures you control.
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Voice of the Woods
Voice of the Woods
Creature — Elf
2/2
Tap five untapped Elves you control: Create a 7/7 green Elemental creature token with trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
- You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
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Wirewood Channeler
Wirewood Channeler
Creature — Elf Druid
2/2
: Add X mana of any one color, where X is the number of Elves on the battlefield.
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Wolverine Riders
Wolverine Riders
Creature — Elf Warrior
4/4
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf you control enters, you gain life equal to its toughness.
- Use the toughness of the creature as the last ability resolves to determine how much life you gain. If the Elf is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
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Wood Elves
Wood Elves
Creature — Elf Scout
1/1
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
Instants 4
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Elven Ambush
Elven Ambush
Instant
Create a 1/1 green Elf Warrior creature token for each Elf you control.
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Poison the Cup
Poison the Cup
Instant
Destroy target creature. If this spell was foretold, scry 2.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
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Tergrid's Shadow
Tergrid's Shadow
Instant
Each player sacrifices two creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorceries 9
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Ambition's Cost
Ambition's Cost
Sorcery
You draw three cards and you lose 3 life.
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Bounty of Skemfar
Bounty of Skemfar
Sorcery
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
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Casualties of War
Casualties of War
Sorcery
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
- Each target permanent is destroyed in the order specified. Abilities that trigger when one is destroyed won't be put onto the stack until Casualties of War has finished resolving.
- You can choose any number of the modes for Casualties of War, but you can't choose a mode more than once.
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Elvish Promenade
Elvish Promenade
Kindred Sorcery — Elf
Create a 1/1 green Elf Warrior creature token for each Elf you control.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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Eyeblight Massacre
Eyeblight Massacre
Sorcery
Non-Elf creatures get -2/-2 until end of turn.
- Eyeblight Massacre affects only creatures that aren't Elves at the time it resolves. Creatures that enter the battlefield later in the turn won't get -2/-2, and creatures that become Elves or stop being Elves won't get or lose -2/-2.
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1
Harvest Season
Harvest Season
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
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1
Pact of the Serpent
Pact of the Serpent
Sorcery
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
- You choose the target player as you cast Pact of the Serpent, but you don't choose the creature type until the spell resolves.
- You must choose an existing creature type, such as Squirrel or Knight. You can't choose card types (e.g., artifact) or supertypes (e.g., snow).
- The value of X is based on the number of creatures the player controls of the chosen type as Pact of the Serpent resolves.
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Return Upon the Tide
Return Upon the Tide
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Roots of Wisdom
Roots of Wisdom
Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
Artifacts 3
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Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Serpent's Soul-Jar
Serpent's Soul-Jar
Artifact
Whenever an Elf you control dies, exile it.
, Pay 2 life: Until end of turn, you may cast a creature spell from among cards exiled with this artifact.
- Players can respond to the triggered ability that exiles the card from your graveyard by removing it in some other way. If the card leaves the graveyard before the ability of Serpent's Soul-Jar exiles it, Serpent's Soul-Jar won't let you cast it.
- The activated ability doesn't change when you can cast the creature spell. In most cases, this means during your main phase while the stack is empty, although flash may change this.
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Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 6
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Binding the Old Gods
Binding the Old Gods
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
- Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
- A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.
- Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
- If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
- Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
- Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
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Crown of Skemfar
Crown of Skemfar
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Elf you control and has reach.
: Return this card from your graveyard to your hand.
- The power/toughness bonus given by Crown of Skemfar will change as the number of Elves you control changes.
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Elderfang Venom
Elderfang Venom
Enchantment
Attacking Elves you control have deathtouch.
Whenever an Elf you control dies, each opponent loses 1 life and you gain 1 life.
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Moldervine Reclamation
Moldervine Reclamation
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
- If Moldervine Reclamation leaves the battlefield at the same time that one or more creatures you control die, its ability triggers for each of those creatures.
- If a creature you control dies at the same time that your life total becomes 0 or less, you lose the game before Moldervine Reclamation's ability can save you.
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Pride of the Perfect
Pride of the Perfect
Enchantment
Elves you control get +2/+0.
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Prowess of the Fair
Prowess of the Fair
Kindred Enchantment — Elf
Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- If Prowess of the Fair and another nontoken Elf are put into your graveyard simultaneously (by Akroma's Vengeance, for example), the other Elf will cause Prowess of the Fair's ability to trigger.
Lands 37
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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16
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Foul Orchard
Foul Orchard
Land
This land enters tapped.
: Add or .
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1
Golgari Guildgate
Golgari Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Skemfar Elderhall
Skemfar Elderhall
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Up to one target creature you don't control gets -2/-2 until end of turn. Create two 1/1 green Elf Warrior creature tokens. Activate only as a sorcery.
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13
Swamp
Swamp
Basic Land — Swamp
( : Add .)
Black 15
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1
Ambition's Cost
Ambition's Cost
Sorcery
You draw three cards and you lose 3 life.
-
1
Elderfang Ritualist
Elderfang Ritualist
Creature — Elf Cleric
3/1
When this creature dies, return another target Elf card from your graveyard to your hand.
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1
Eyeblight Cullers
Eyeblight Cullers
Creature — Elf Warrior
3/3
When this creature dies, create three 1/1 green Elf Warrior creature tokens, then mill three cards. (Put the top three cards of your library into your graveyard.)
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1
Eyeblight Massacre
Eyeblight Massacre
Sorcery
Non-Elf creatures get -2/-2 until end of turn.
- Eyeblight Massacre affects only creatures that aren't Elves at the time it resolves. Creatures that enter the battlefield later in the turn won't get -2/-2, and creatures that become Elves or stop being Elves won't get or lose -2/-2.
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1
Lys Alana Scarblade
Lys Alana Scarblade
Creature — Elf Assassin
1/1
, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.
- The number of Elves you control is counted only as Lys Alana Scarblade’s ability resolves. If Lys Alana Scarblade is still on the battlefield, it’ll count itself.
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1
Miara, Thorn of the Glade
Miara, Thorn of the Glade
Legendary Creature — Elf Scout
1/2
Whenever Miara or another Elf you control dies, you may pay and 1 life. If you do, draw a card.
Partner (You can have two commanders if both have partner.)
- If multiple Elves you control (possibly including Miara, Thorn of the Glade) die at the same time, Miara's ability triggers that many times.
- Each time Miara's triggered ability resolves, you may pay and 1 life only once to draw only one card.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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1
Pact of the Serpent
Pact of the Serpent
Sorcery
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
- You choose the target player as you cast Pact of the Serpent, but you don't choose the creature type until the spell resolves.
- You must choose an existing creature type, such as Squirrel or Knight. You can't choose card types (e.g., artifact) or supertypes (e.g., snow).
- The value of X is based on the number of creatures the player controls of the chosen type as Pact of the Serpent resolves.
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1
Poison the Cup
Poison the Cup
Instant
Destroy target creature. If this spell was foretold, scry 2.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Pride of the Perfect
Pride of the Perfect
Enchantment
Elves you control get +2/+0.
-
1
Prowess of the Fair
Prowess of the Fair
Kindred Enchantment — Elf
Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- If Prowess of the Fair and another nontoken Elf are put into your graveyard simultaneously (by Akroma's Vengeance, for example), the other Elf will cause Prowess of the Fair's ability to trigger.
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1
Return Upon the Tide
Return Upon the Tide
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Ruthless Winnower
Ruthless Winnower
Creature — Elf Rogue
4/4
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
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1
Serpent's Soul-Jar
Serpent's Soul-Jar
Artifact
Whenever an Elf you control dies, exile it.
, Pay 2 life: Until end of turn, you may cast a creature spell from among cards exiled with this artifact.
- Players can respond to the triggered ability that exiles the card from your graveyard by removing it in some other way. If the card leaves the graveyard before the ability of Serpent's Soul-Jar exiles it, Serpent's Soul-Jar won't let you cast it.
- The activated ability doesn't change when you can cast the creature spell. In most cases, this means during your main phase while the stack is empty, although flash may change this.
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1
Skemfar Shadowsage
Skemfar Shadowsage
Creature — Elf Cleric
2/5
When this creature enters, choose one —
- Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common.
- You gain X life, where X is the greatest number of creatures you control that have a creature type in common.
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1
Tergrid's Shadow
Tergrid's Shadow
Instant
Each player sacrifices two creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Green 34
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1
Beast Whisperer
Beast Whisperer
Creature — Elf Druid
2/3
Whenever you cast a creature spell, draw a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Bounty of Skemfar
Bounty of Skemfar
Sorcery
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
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1
Canopy Tactician
Canopy Tactician
Creature — Elf Warrior
3/3
Other Elves you control get +1/+1.
: Add .
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1
Crown of Skemfar
Crown of Skemfar
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Elf you control and has reach.
: Return this card from your graveyard to your hand.
- The power/toughness bonus given by Crown of Skemfar will change as the number of Elves you control changes.
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1
Cultivator of Blades
Cultivator of Blades
Creature — Elf Artificer
1/1
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Whenever this creature attacks, you may have other attacking creatures get +X/+X until end of turn, where X is this creature's power.
- If this creature's power is negative as its ability resolves, X is considered to be 0.
- The value of X is determined as Cultivator of Blades's last ability resolves. It won't change later, even if its power changes. If Cultivator of Blades is no longer on the battlefield, use its power as it last existed on the battlefield to determine the value of X.
- You choose whether or not to have your other attacking creatures get +X/+X as Cultivator of Blades's triggered ability resolves, not as you put it onto the stack.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
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1
Dwynen, Gilt-Leaf Daen
Dwynen, Gilt-Leaf Daen
Legendary Creature — Elf Warrior
3/4
Reach (This creature can block creatures with flying.)
Other Elf creatures you control get +1/+1.
Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
- Count the number of attacking Elves you control as Dwynen's last ability resolves to determine how much life to gain.
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1
Elven Ambush
Elven Ambush
Instant
Create a 1/1 green Elf Warrior creature token for each Elf you control.
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1
Elvish Archdruid
Elvish Archdruid
Creature — Elf Druid
2/2
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
- Elvish Archdruid's activated ability is a mana ability. It doesn't use the stack and players can't respond to it.
- Elvish Archdruid's first ability affects only other Elves you control. However, Elvish Archdruid's second ability counts all Elves you control — including itself.
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1
Elvish Mystic
Elvish Mystic
Creature — Elf Druid
1/1
: Add .
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1
Elvish Promenade
Elvish Promenade
Kindred Sorcery — Elf
Create a 1/1 green Elf Warrior creature token for each Elf you control.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Elvish Rejuvenator
Elvish Rejuvenator
Creature — Elf Druid
1/1
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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1
End-Raze Forerunners
End-Raze Forerunners
Creature — Boar
7/7
Vigilance, trample, haste
When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
- The triggered ability of End-Raze Forerunners affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't get +2/+2 or gain vigilance or trample.
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1
Farhaven Elf
Farhaven Elf
Creature — Elf Druid
1/1
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Harvest Season
Harvest Season
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
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1
Imperious Perfect
Imperious Perfect
Creature — Elf Warrior
2/2
Other Elves you control get +1/+1.
, : Create a 1/1 green Elf Warrior creature token.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Elves you control may become lethal if Imperious Perfect leaves the battlefield during that turn.
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1
Jagged-Scar Archers
Jagged-Scar Archers
Creature — Elf Archer
*/*
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.
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1
Jaspera Sentinel
Jaspera Sentinel
Creature — Elf Rogue
1/2
Reach
, Tap an untapped creature you control: Add one mana of any color.
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1
Llanowar Tribe
Llanowar Tribe
Creature — Elf Druid
3/3
: Add .
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1
Lys Alana Huntmaster
Lys Alana Huntmaster
Creature — Elf Warrior
3/3
Whenever you cast an Elf spell, you may create a 1/1 green Elf Warrior creature token.
- Lys Alana Huntmaster’s ability will resolve before the Elf spell that caused it to trigger.
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1
Marwyn, the Nurturer
Marwyn, the Nurturer
Legendary Creature — Elf Druid
1/1
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn.
: Add an amount of equal to Marwyn's power.
- Marwyn's activated ability is a mana ability. It doesn't use the stack and can't be responded to.
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1
Masked Admirers
Masked Admirers
Creature — Elf Shaman
3/2
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.
- The second triggered ability triggers only if Masked Admirers is in your graveyard when you cast a creature spell.
- Masked Admirers will return to your hand before the creature spell you cast resolves.
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1
Nullmage Shepherd
Nullmage Shepherd
Creature — Elf Shaman
2/4
Tap four untapped creatures you control: Destroy target artifact or enchantment.
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1
Numa, Joraga Chieftain
Numa, Joraga Chieftain
Legendary Creature — Elf Warrior
2/2
At the beginning of combat on your turn, you may pay . When you do, distribute X +1/+1 counters among any number of target Elves.
Partner (You can have two commanders if both have partner.)
- Numa's triggered ability goes on the stack without a target. While that ability is resolving, you may pay . If you do, a second ability triggers. You choose the target Elves and announce how the +1/+1 counters will be distributed as you put that ability on the stack. Each target must receive at least one +1/+1 counter. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after mana is paid but before counters are placed.
- If some of the creatures are illegal targets as the reflexive triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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1
Reclamation Sage
Reclamation Sage
Creature — Elf Shaman
2/1
When this creature enters, you may destroy target artifact or enchantment.
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1
Rhys the Exiled
Rhys the Exiled
Legendary Creature — Elf Warrior
3/2
Whenever Rhys attacks, you gain 1 life for each Elf you control.
, Sacrifice an Elf: Regenerate Rhys.
- You may sacrifice Rhys the Exiled to pay for its own regeneration ability. However, since Rhys is no longer on the battlefield, the ability will have no effect.
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1
Roots of Wisdom
Roots of Wisdom
Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
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1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
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1
Sylvan Messenger
Sylvan Messenger
Creature — Elf
2/2
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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1
Timberwatch Elf
Timberwatch Elf
Creature — Elf
1/2
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
- The number of Elves on the battlefield is counted only as Timberwatch Elf’s ability resolves. If Timberwatch Elf is still on the battlefield, it’ll count itself.
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1
Voice of Many
Voice of Many
Creature — Elf Druid
3/3
When this creature enters, draw a card for each opponent who controls fewer creatures than you.
- Opponents who have left the game aren’t counted.
- You compare how many creatures opponents control only as Voice of Many’s triggered ability resolves. If it’s still on the battlefield, it’ll count among the creatures you control.
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1
Voice of the Woods
Voice of the Woods
Creature — Elf
2/2
Tap five untapped Elves you control: Create a 7/7 green Elemental creature token with trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
- You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
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1
Wirewood Channeler
Wirewood Channeler
Creature — Elf Druid
2/2
: Add X mana of any one color, where X is the number of Elves on the battlefield.
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1
Wolverine Riders
Wolverine Riders
Creature — Elf Warrior
4/4
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf you control enters, you gain life equal to its toughness.
- Use the toughness of the creature as the last ability resolves to determine how much life you gain. If the Elf is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
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1
Wood Elves
Wood Elves
Creature — Elf Scout
1/1
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
Multicolor 12
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1
Abomination of Llanowar
Abomination of Llanowar
Legendary Creature — Elf Horror
*/*
Vigilance; menace (This creature can't be blocked except by two or more creatures.)
Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.
- The ability that defines Abomination of Llanowar's power and toughness applies in all zones, not just the battlefield.
- As long as Abomination of Llanowar is on the battlefield (and still an Elf) or in your graveyard, its ability will count itself.
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1
Binding the Old Gods
Binding the Old Gods
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
- Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
- A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.
- Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
- If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
- Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
- Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
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1
Casualties of War
Casualties of War
Sorcery
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
- Each target permanent is destroyed in the order specified. Abilities that trigger when one is destroyed won't be put onto the stack until Casualties of War has finished resolving.
- You can choose any number of the modes for Casualties of War, but you can't choose a mode more than once.
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1
Elderfang Venom
Elderfang Venom
Enchantment
Attacking Elves you control have deathtouch.
Whenever an Elf you control dies, each opponent loses 1 life and you gain 1 life.
-
1
Golgari Findbroker
Golgari Findbroker
Creature — Elf Shaman
3/4
When this creature enters, return target permanent card from your graveyard to your hand.
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1
Harald, King of Skemfar
Harald, King of Skemfar
Legendary Creature — Elf Warrior
3/2
Menace (This creature can't be blocked except by two or more creatures.)
When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Lathril, Blade of the Elves
Lathril, Blade of the Elves
Legendary Creature — Elf Noble
2/3
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lathril deals combat damage to a player, create that many 1/1 green Elf Warrior creature tokens.
, Tap ten untapped Elves you control: Each opponent loses 10 life and you gain 10 life.
- You can tap any ten untapped Elves you control, including ones you haven't controlled continuously since the beginning of your most recent turn, to pay that part of the cost of Lathril's activated ability. You must have controlled Lathril continuously since the beginning of your most recent turn, however. Lathril doesn't count as one of the ten.
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1
Moldervine Reclamation
Moldervine Reclamation
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
- If Moldervine Reclamation leaves the battlefield at the same time that one or more creatures you control die, its ability triggers for each of those creatures.
- If a creature you control dies at the same time that your life total becomes 0 or less, you lose the game before Moldervine Reclamation's ability can save you.
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1
Poison-Tip Archer
Poison-Tip Archer
Creature — Elf Archer
2/3
Reach (This creature can block creatures with flying.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever another creature dies, each opponent loses 1 life.
- If another creature dies at the same time as Poison-Tip Archer does, each opponent loses 1 life.
- In a Two-Headed Giant game, Poison-tip Archer's last ability causes the opposing team to lose 2 life.
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1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
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1
Shaman of the Pack
Shaman of the Pack
Creature — Elf Shaman
3/2
When this creature enters, target opponent loses life equal to the number of Elves you control.
- Count the number of Elves you control as Shaman of the Pack’s ability resolves, including Shaman of the Pack if it’s still on the battlefield, to determine how much life is lost.
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1
Twinblade Assassins
Twinblade Assassins
Creature — Elf Assassin
5/4
At the beginning of your end step, if a creature died this turn, draw a card.
- If a creature didn't die before your end step begins, the ability of Twinblade Assassins doesn't trigger at all. The creature may have died before Twinblade Assassins entered the battlefield, however.
- The triggered ability triggers just once, no matter how many creatures died this turn.
Colorless 2
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Sol Ring
Sol Ring
Artifact
: Add .
Lands 37
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
16
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Foul Orchard
Foul Orchard
Land
This land enters tapped.
: Add or .
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1
Golgari Guildgate
Golgari Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Skemfar Elderhall
Skemfar Elderhall
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Up to one target creature you don't control gets -2/-2 until end of turn. Create two 1/1 green Elf Warrior creature tokens. Activate only as a sorcery.
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13
Swamp
Swamp
Basic Land — Swamp
( : Add .)
1 3
2 4
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Miara, Thorn of the Glade
Miara, Thorn of the Glade
Legendary Creature — Elf Scout
1/2
Whenever Miara or another Elf you control dies, you may pay and 1 life. If you do, draw a card.
Partner (You can have two commanders if both have partner.)
- If multiple Elves you control (possibly including Miara, Thorn of the Glade) die at the same time, Miara's ability triggers that many times.
- Each time Miara's triggered ability resolves, you may pay and 1 life only once to draw only one card.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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1
Prowess of the Fair
Prowess of the Fair
Kindred Enchantment — Elf
Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- If Prowess of the Fair and another nontoken Elf are put into your graveyard simultaneously (by Akroma's Vengeance, for example), the other Elf will cause Prowess of the Fair's ability to trigger.
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1
Roots of Wisdom
Roots of Wisdom
Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
3 24
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1
Abomination of Llanowar
Abomination of Llanowar
Legendary Creature — Elf Horror
*/*
Vigilance; menace (This creature can't be blocked except by two or more creatures.)
Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.
- The ability that defines Abomination of Llanowar's power and toughness applies in all zones, not just the battlefield.
- As long as Abomination of Llanowar is on the battlefield (and still an Elf) or in your graveyard, its ability will count itself.
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1
Bounty of Skemfar
Bounty of Skemfar
Sorcery
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
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1
Elderfang Ritualist
Elderfang Ritualist
Creature — Elf Cleric
3/1
When this creature dies, return another target Elf card from your graveyard to your hand.
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1
Elvish Archdruid
Elvish Archdruid
Creature — Elf Druid
2/2
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
- Elvish Archdruid's activated ability is a mana ability. It doesn't use the stack and players can't respond to it.
- Elvish Archdruid's first ability affects only other Elves you control. However, Elvish Archdruid's second ability counts all Elves you control — including itself.
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1
Elvish Rejuvenator
Elvish Rejuvenator
Creature — Elf Druid
1/1
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
-
1
Farhaven Elf
Farhaven Elf
Creature — Elf Druid
1/1
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Harald, King of Skemfar
Harald, King of Skemfar
Legendary Creature — Elf Warrior
3/2
Menace (This creature can't be blocked except by two or more creatures.)
When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-
1
Harvest Season
Harvest Season
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
-
1
Imperious Perfect
Imperious Perfect
Creature — Elf Warrior
2/2
Other Elves you control get +1/+1.
, : Create a 1/1 green Elf Warrior creature token.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Elves you control may become lethal if Imperious Perfect leaves the battlefield during that turn.
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1
Jagged-Scar Archers
Jagged-Scar Archers
Creature — Elf Archer
*/*
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.
-
1
Llanowar Tribe
Llanowar Tribe
Creature — Elf Druid
3/3
: Add .
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1
Lys Alana Scarblade
Lys Alana Scarblade
Creature — Elf Assassin
1/1
, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.
- The number of Elves you control is counted only as Lys Alana Scarblade’s ability resolves. If Lys Alana Scarblade is still on the battlefield, it’ll count itself.
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1
Marwyn, the Nurturer
Marwyn, the Nurturer
Legendary Creature — Elf Druid
1/1
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn.
: Add an amount of equal to Marwyn's power.
- Marwyn's activated ability is a mana ability. It doesn't use the stack and can't be responded to.
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1
Numa, Joraga Chieftain
Numa, Joraga Chieftain
Legendary Creature — Elf Warrior
2/2
At the beginning of combat on your turn, you may pay . When you do, distribute X +1/+1 counters among any number of target Elves.
Partner (You can have two commanders if both have partner.)
- Numa's triggered ability goes on the stack without a target. While that ability is resolving, you may pay . If you do, a second ability triggers. You choose the target Elves and announce how the +1/+1 counters will be distributed as you put that ability on the stack. Each target must receive at least one +1/+1 counter. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after mana is paid but before counters are placed.
- If some of the creatures are illegal targets as the reflexive triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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1
Pact of the Serpent
Pact of the Serpent
Sorcery
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
- You choose the target player as you cast Pact of the Serpent, but you don't choose the creature type until the spell resolves.
- You must choose an existing creature type, such as Squirrel or Knight. You can't choose card types (e.g., artifact) or supertypes (e.g., snow).
- The value of X is based on the number of creatures the player controls of the chosen type as Pact of the Serpent resolves.
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1
Poison the Cup
Poison the Cup
Instant
Destroy target creature. If this spell was foretold, scry 2.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
-
1
Reclamation Sage
Reclamation Sage
Creature — Elf Shaman
2/1
When this creature enters, you may destroy target artifact or enchantment.
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1
Rhys the Exiled
Rhys the Exiled
Legendary Creature — Elf Warrior
3/2
Whenever Rhys attacks, you gain 1 life for each Elf you control.
, Sacrifice an Elf: Regenerate Rhys.
- You may sacrifice Rhys the Exiled to pay for its own regeneration ability. However, since Rhys is no longer on the battlefield, the ability will have no effect.
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1
Serpent's Soul-Jar
Serpent's Soul-Jar
Artifact
Whenever an Elf you control dies, exile it.
, Pay 2 life: Until end of turn, you may cast a creature spell from among cards exiled with this artifact.
- Players can respond to the triggered ability that exiles the card from your graveyard by removing it in some other way. If the card leaves the graveyard before the ability of Serpent's Soul-Jar exiles it, Serpent's Soul-Jar won't let you cast it.
- The activated ability doesn't change when you can cast the creature spell. In most cases, this means during your main phase while the stack is empty, although flash may change this.
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1
Shaman of the Pack
Shaman of the Pack
Creature — Elf Shaman
3/2
When this creature enters, target opponent loses life equal to the number of Elves you control.
- Count the number of Elves you control as Shaman of the Pack’s ability resolves, including Shaman of the Pack if it’s still on the battlefield, to determine how much life is lost.
-
1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
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1
Timberwatch Elf
Timberwatch Elf
Creature — Elf
1/2
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
- The number of Elves on the battlefield is counted only as Timberwatch Elf’s ability resolves. If Timberwatch Elf is still on the battlefield, it’ll count itself.
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1
Wood Elves
Wood Elves
Creature — Elf Scout
1/1
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
4 21
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1
Ambition's Cost
Ambition's Cost
Sorcery
You draw three cards and you lose 3 life.
-
1
Beast Whisperer
Beast Whisperer
Creature — Elf Druid
2/3
Whenever you cast a creature spell, draw a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Binding the Old Gods
Binding the Old Gods
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
- Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
- A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.
- Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
- If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
- Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
- Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
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1
Canopy Tactician
Canopy Tactician
Creature — Elf Warrior
3/3
Other Elves you control get +1/+1.
: Add .
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1
Crown of Skemfar
Crown of Skemfar
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Elf you control and has reach.
: Return this card from your graveyard to your hand.
- The power/toughness bonus given by Crown of Skemfar will change as the number of Elves you control changes.
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1
Dwynen, Gilt-Leaf Daen
Dwynen, Gilt-Leaf Daen
Legendary Creature — Elf Warrior
3/4
Reach (This creature can block creatures with flying.)
Other Elf creatures you control get +1/+1.
Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
- Count the number of attacking Elves you control as Dwynen's last ability resolves to determine how much life to gain.
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1
Elderfang Venom
Elderfang Venom
Enchantment
Attacking Elves you control have deathtouch.
Whenever an Elf you control dies, each opponent loses 1 life and you gain 1 life.
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1
Elven Ambush
Elven Ambush
Instant
Create a 1/1 green Elf Warrior creature token for each Elf you control.
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1
Elvish Promenade
Elvish Promenade
Kindred Sorcery — Elf
Create a 1/1 green Elf Warrior creature token for each Elf you control.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Eyeblight Massacre
Eyeblight Massacre
Sorcery
Non-Elf creatures get -2/-2 until end of turn.
- Eyeblight Massacre affects only creatures that aren't Elves at the time it resolves. Creatures that enter the battlefield later in the turn won't get -2/-2, and creatures that become Elves or stop being Elves won't get or lose -2/-2.
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1
Golgari Findbroker
Golgari Findbroker
Creature — Elf Shaman
3/4
When this creature enters, return target permanent card from your graveyard to your hand.
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1
Lathril, Blade of the Elves
Lathril, Blade of the Elves
Legendary Creature — Elf Noble
2/3
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lathril deals combat damage to a player, create that many 1/1 green Elf Warrior creature tokens.
, Tap ten untapped Elves you control: Each opponent loses 10 life and you gain 10 life.
- You can tap any ten untapped Elves you control, including ones you haven't controlled continuously since the beginning of your most recent turn, to pay that part of the cost of Lathril's activated ability. You must have controlled Lathril continuously since the beginning of your most recent turn, however. Lathril doesn't count as one of the ten.
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1
Lys Alana Huntmaster
Lys Alana Huntmaster
Creature — Elf Warrior
3/3
Whenever you cast an Elf spell, you may create a 1/1 green Elf Warrior creature token.
- Lys Alana Huntmaster’s ability will resolve before the Elf spell that caused it to trigger.
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1
Masked Admirers
Masked Admirers
Creature — Elf Shaman
3/2
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.
- The second triggered ability triggers only if Masked Admirers is in your graveyard when you cast a creature spell.
- Masked Admirers will return to your hand before the creature spell you cast resolves.
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1
Nullmage Shepherd
Nullmage Shepherd
Creature — Elf Shaman
2/4
Tap four untapped creatures you control: Destroy target artifact or enchantment.
-
1
Poison-Tip Archer
Poison-Tip Archer
Creature — Elf Archer
2/3
Reach (This creature can block creatures with flying.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever another creature dies, each opponent loses 1 life.
- If another creature dies at the same time as Poison-Tip Archer does, each opponent loses 1 life.
- In a Two-Headed Giant game, Poison-tip Archer's last ability causes the opposing team to lose 2 life.
-
1
Pride of the Perfect
Pride of the Perfect
Enchantment
Elves you control get +2/+0.
-
1
Skemfar Shadowsage
Skemfar Shadowsage
Creature — Elf Cleric
2/5
When this creature enters, choose one —
- Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common.
- You gain X life, where X is the greatest number of creatures you control that have a creature type in common.
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1
Sylvan Messenger
Sylvan Messenger
Creature — Elf
2/2
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
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1
Voice of Many
Voice of Many
Creature — Elf Druid
3/3
When this creature enters, draw a card for each opponent who controls fewer creatures than you.
- Opponents who have left the game aren’t counted.
- You compare how many creatures opponents control only as Voice of Many’s triggered ability resolves. If it’s still on the battlefield, it’ll count among the creatures you control.
-
1
Wirewood Channeler
Wirewood Channeler
Creature — Elf Druid
2/2
: Add X mana of any one color, where X is the number of Elves on the battlefield.
5 8
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1
Cultivator of Blades
Cultivator of Blades
Creature — Elf Artificer
1/1
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Whenever this creature attacks, you may have other attacking creatures get +X/+X until end of turn, where X is this creature's power.
- If this creature's power is negative as its ability resolves, X is considered to be 0.
- The value of X is determined as Cultivator of Blades's last ability resolves. It won't change later, even if its power changes. If Cultivator of Blades is no longer on the battlefield, use its power as it last existed on the battlefield to determine the value of X.
- You choose whether or not to have your other attacking creatures get +X/+X as Cultivator of Blades's triggered ability resolves, not as you put it onto the stack.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
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1
Eyeblight Cullers
Eyeblight Cullers
Creature — Elf Warrior
3/3
When this creature dies, create three 1/1 green Elf Warrior creature tokens, then mill three cards. (Put the top three cards of your library into your graveyard.)
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1
Moldervine Reclamation
Moldervine Reclamation
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
- If Moldervine Reclamation leaves the battlefield at the same time that one or more creatures you control die, its ability triggers for each of those creatures.
- If a creature you control dies at the same time that your life total becomes 0 or less, you lose the game before Moldervine Reclamation's ability can save you.
-
1
Return Upon the Tide
Return Upon the Tide
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Ruthless Winnower
Ruthless Winnower
Creature — Elf Rogue
4/4
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
-
1
Tergrid's Shadow
Tergrid's Shadow
Instant
Each player sacrifices two creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Twinblade Assassins
Twinblade Assassins
Creature — Elf Assassin
5/4
At the beginning of your end step, if a creature died this turn, draw a card.
- If a creature didn't die before your end step begins, the ability of Twinblade Assassins doesn't trigger at all. The creature may have died before Twinblade Assassins entered the battlefield, however.
- The triggered ability triggers just once, no matter how many creatures died this turn.
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1
Voice of the Woods
Voice of the Woods
Creature — Elf
2/2
Tap five untapped Elves you control: Create a 7/7 green Elemental creature token with trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
- You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
6 2
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1
Casualties of War
Casualties of War
Sorcery
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
- Each target permanent is destroyed in the order specified. Abilities that trigger when one is destroyed won't be put onto the stack until Casualties of War has finished resolving.
- You can choose any number of the modes for Casualties of War, but you can't choose a mode more than once.
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1
Wolverine Riders
Wolverine Riders
Creature — Elf Warrior
4/4
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf you control enters, you gain life equal to its toughness.
- Use the toughness of the creature as the last ability resolves to determine how much life you gain. If the Elf is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
Lands 37
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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16
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Foul Orchard
Foul Orchard
Land
This land enters tapped.
: Add or .
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1
Golgari Guildgate
Golgari Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Skemfar Elderhall
Skemfar Elderhall
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Up to one target creature you don't control gets -2/-2 until end of turn. Create two 1/1 green Elf Warrior creature tokens. Activate only as a sorcery.
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13
Swamp
Swamp
Basic Land — Swamp
( : Add .)