Creatures 26
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1
Arbor Elf
Arbor Elf
Creature — Elf Druid
1/1
: Untap target Forest.
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1
Arwen, Weaver of Hope
Arwen, Weaver of Hope
Legendary Creature — Elf Noble
2/1
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen's toughness.
- To determine how many additional +1/+1 counters a creature enters the battlefield with, use Arwen, Weaver of Hope's toughness as that creature is entering the battlefield.
- If Arwen, Weaver of Hope and another creature you control enter the battlefield at the same time, Arwen's ability won't cause that creature to enter with additional +1/+1 counters on it.
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1
Celeborn the Wise
Celeborn the Wise
Legendary Creature — Elf Noble
3/3
Whenever you attack with one or more Elves, scry 1.
Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
- Celeborn the Wise's first ability has you scry 1 just once whenever you attack with one or more Elves, no matter how many Elves you attack with and no matter how many players you attack.
- Celeborn the Wise's last ability cares about the number of cards you actually looked at. For example, if you were supposed to scry 3 but only had two cards in your library, Celeborn would get +2/+2.
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1
Colossal Whale
Colossal Whale
Creature — Whale
5/5
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
- Colossal Whale's triggered ability triggers and resolves during the declare attackers step, before blocking creatures are declared.
- Colossal Whale's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Colossal Whale have a single ability that creates two one-shot effects: one that exiles the creature when the ability resolves, and another that returns the exiled card to the battlefield immediately after Colossal Whale leaves the battlefield.
- If Colossal Whale leaves the battlefield before its triggered ability resolves, the target creature won't be exiled.
- Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a creature token is exiled, it ceases to exist. It won't be returned to the battlefield.
- The exiled card returns to the battlefield immediately after Colossal Whale leaves the battlefield. Nothing happens between the two events, including state-based actions. The two creatures aren't on the battlefield at the same time. For example, if the returning creature is a Clone, it can't enter the battlefield as a copy of Colossal Whale.
- In a multiplayer game, if Colossal Whale's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
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1
Círdan the Shipwright
Círdan the Shipwright
Legendary Creature — Elf Noble
3/4
Vigilance
Secret council — Whenever Círdan enters or attacks, each player secretly votes for a player, then those votes are revealed. Each player draws a card for each vote they received. Each player who received no votes may put a permanent card from their hand onto the battlefield.
- After the votes are revealed, first the player whose turn it is draws a card for each vote they received, then each other player in turn order does so. Then, if the first player received no votes, they may put a permanent card from their hand onto the battlefield. Then each other player in turn order does the same.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Elrond of the White Council
Elrond of the White Council
Legendary Creature — Elf Noble
3/3
Secret council — When Elrond enters, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control.
- After the votes are revealed, starting with the player whose turn it is and proceeding in turn order, each player who voted fellowship chooses a creature they control for each of their fellowship votes. Then the controller of Elrond of the White Council's ability gains control of those creatures and they gain the listed ability. Finally, that player puts a +1/+1 counter on each creature they control for each aid vote.
- If you have multiple votes, you can vote for fellowship multiple times. If you do, you can choose the same creature each time.
- If you control Elrond of the Secret Council's ability, it is usually best to vote for aid. Gaining control of a creature you already control is only occasionally helpful.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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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 Piper
Elvish Piper
Creature — Elf Shaman
1/1
, : You may put a creature card from your hand onto the battlefield.
- A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
- Putting the card onto the battlefield is optional. When the ability resolves, you can choose not to.
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1
Elvish Visionary
Elvish Visionary
Creature — Elf Shaman
1/1
When this creature enters, draw a card.
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1
Elvish Warmaster
Elvish Warmaster
Creature — Elf Warrior
2/2
Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn.
: Elves you control get +2/+2 and gain deathtouch until end of turn.
- It doesn't matter how many Elves enter the battlefield under your control. The ability creates only one Elf Warrior creature token.
- Once the triggered ability has triggered once during a turn, it can't trigger again, even if the triggered ability is still on the stack, has been countered, or has otherwise left the stack.
- The activated ability affects only Elves you control as the ability resolves. Elves you begin to control later in the turn won't get the bonuses. Creatures you control that become Elves later in the turn won't get the bonuses, and Elves you control that got the bonuses that stop being Elves later in the turn won't lose them.
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1
Erestor of the Council
Erestor of the Council
Legendary Creature — Elf Noble
2/4
Whenever players finish voting, each opponent who voted for a choice you voted for creates a Treasure token. You scry X, where X is the number of opponents who voted for a choice you didn't vote for. Draw a card.
- When Erestor of the Council's ability resolves, you'll draw a card at the end no matter how other players voted.
- If an opponent has multiple votes, it's possible for them to count as both an opponent who voted for a choice you voted for and an opponent who voted for a choice you didn't vote for.
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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
Galadriel, Elven-Queen
Galadriel, Elven-Queen
Legendary Creature — Elf Noble
4/5
Will of the council — At the beginning of combat on your turn, if another Elf entered the battlefield under your control this turn, starting with you, each player votes for dominion or guidance. If dominion gets more votes, the Ring tempts you, then you put a +1/+1 counter on your Ring-bearer. If guidance gets more votes or the vote is tied, draw a card.
- If another Elf hasn't entered the battlefield under your control this turn as your beginning of combat step starts, Galadriel, Elven-Queen's ability won't trigger. No one will vote, and none of the other effects will happen. Putting another Elf onto the battlefield during the beginning of combat step won't cause the ability to trigger.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Gandalf, Westward Voyager
Gandalf, Westward Voyager
Legendary Creature — Avatar Wizard
5/5
Whenever you cast a spell with mana value 5 or greater, each opponent reveals the top card of their library. If any of those cards shares a card type with that spell, copy that spell, you may choose new targets for the copy, and each opponent draws a card. Otherwise, you draw a card. (A copy of a permanent spell becomes a token.)
- While a spell with in its mana cost is on the stack, use the value of X that was chosen when it was cast to determine its mana value.
- You copy the spell you cast, not any of the revealed cards.
- You create only one copy, no matter how many revealed cards share a card type with the spell you cast or how many card types those cards share with the spell you cast.
- The triggered ability and the copy it creates will resolve before the spell that caused the ability to trigger.
- The copy is created on the stack, so it's not "cast." Creating the copy won't cause abilities that trigger when a player casts a spell to trigger.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for a copied spell. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
- If the spell has damage divided as it was put onto the stack, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters to targets.
- Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
- The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If a permanent spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
- The token that a resolving copy of a spell becomes isn't said to have been "created" and won't interact with abilities that care about tokens being created, such as that of Rosie Cotton of South Lane.
- Except in some very rare cases, the card each opponent draws will be the card revealed from the top of their library.
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1
Haldir, Lórien Lieutenant
Haldir, Lórien Lieutenant
Legendary Creature — Elf Soldier
0/0
Haldir enters with X +1/+1 counters on it.
Vigilance
: Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.
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1
Hornet Queen
Hornet Queen
Creature — Insect
2/2
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
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1
Legolas Greenleaf
Legolas Greenleaf
Legendary Creature — Elf Archer
2/2
Reach
Legolas can't be blocked by creatures with power 2 or less.
Whenever another legendary creature you control enters, put a +1/+1 counter on Legolas.
Whenever Legolas deals combat damage to a player, draw a card.
- Reducing a creature's power after it has blocked Legolas Greenleaf will not remove that blocking creature from combat or make Legolas Greenleaf unblocked.
- If Legolas Greenleaf enters the battlefield at the same time as another legendary creature you control, Legolas's Greenleaf's third ability will trigger and put a +1/+1 counter on it.
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1
Mirkwood Elk
Mirkwood Elk
Creature — Elk
6/6
Trample
Whenever this creature enters or attacks, return target Elf card from your graveyard to your hand. You gain life equal to that card's power.
- In the rare case that the Elf card you return to your hand doesn't have power, you'll gain 0 life.
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1
Mirkwood Trapper
Mirkwood Trapper
Creature — Elf Scout
1/4
Whenever a player attacks you, target attacking creature gets -2/-0 until end of turn.
Whenever a player attacks, if they aren't attacking you, that player chooses an attacking creature. It gets +2/+0 until end of turn.
- If a player is attacking a planeswalker you control or a battle you're protecting but not attacking you, Mirkwood Trapper's last ability will still trigger.
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1
Paradise Druid
Paradise Druid
Creature — Elf Druid
2/1
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
: Add one mana of any color.
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1
Radagast, Wizard of Wilds
Radagast, Wizard of Wilds
Legendary Creature — Avatar Wizard
3/5
Ward
Beasts and Birds you control have ward .
Whenever you cast a spell with mana value 5 or greater, choose one —
- Create a 3/3 green Beast creature token.
- Create a 2/2 blue Bird creature token with flying.
- A creature that is both a Beast and a Bird still only gets one instance of ward from Radagast, Wizard of Wilds's first ability.
- If Radagast, Wizard of Wilds is a Beast or a Bird, it will have two instances of ward .
- Radagast, Wizard of the Wilds's last triggered ability will resolve before the spell that caused it to trigger resolves. It will resolve even if the spell that caused it to trigger is countered or has otherwise left the stack.
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1
Realm Seekers
Realm Seekers
Creature — Elf Scout
0/0
This creature enters with X +1/+1 counters on it, where X is the total number of cards in all players' hands.
, Remove a +1/+1 counter from this creature: Search your library for a land card, reveal it, put it into your hand, then shuffle.
- If Realm Seekers enters the battlefield directly from a player's hand without being cast, it counts itself when determining the value of X.
- The value of X is determined as Realm Seekers enters the battlefield. Players can cast spells and activate abilities while Realm Seekers is on the stack to remove cards from their hands if they wish, and this will result in fewer counters being placed on Realm Seekers as it enters the battlefield.
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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
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.
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1
Wose Pathfinder
Wose Pathfinder
Creature — Human Shaman
1/1
: Add one mana of any color.
, : Another target creature gets +3/+3 and gains trample until end of turn.
Instants 12
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
- If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
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1
Galadhrim Ambush
Galadhrim Ambush
Instant
Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures.
- Galadhrim Ambush counts all attacking creatures no matter which player, planeswalker, or battle they're attacking, including attacking creatures you control if Galadhrim Ambush is cast during your combat phase.
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1
Growth Spiral
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
- Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
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1
Heroic Intervention
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
- A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
- The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
- A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
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1
Inscription of Abundance
Inscription of Abundance
Instant
Kicker
Choose one. If this spell was kicked, choose any number instead.
- Put two +1/+1 counters on target creature.
- Target player gains X life, where X is the greatest power among creatures they control.
- Target creature you control fights target creature you don't control.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.
- If any targets become illegal, the other targets will still be affected as appropriate.
- If the second mode is chosen and each creature the target player controls has negative power, that player doesn't gain or lose life.
- If either target creature is an illegal target as Inscription of Abundance resolves with its last mode chosen, no creature will deal or be dealt damage.
- If you kick Inscription of Abundance, you can't choose any one mode more than once.
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1
Learn from the Past
Learn from the Past
Instant
Target player shuffles their graveyard into their library.
Draw a card.
- If the player's graveyard is empty, the player will shuffle their library, then you'll draw a card.
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1
Mystic Confluence
Mystic Confluence
Instant
Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the middle mode is chosen more than once, you choose the relative order to return the target creatures.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until Mystic Confluence is done resolving.
- If Mystic Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If you choose the first and/or second modes but all of the targets become illegal before Mystic Confluence resolves, the spell won't resolve. If you also chose the last mode once or twice, you won't draw any cards. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Opt
Opt
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
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1
Sail into the West
Sail into the West
Instant
Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.
- If return gets more votes, first the active player chooses which cards they'll return from their graveyard to their hand, then each other player in turn order does the same, knowing choices made before their choice. Then all those cards are returned from graveyards to hands simultaneously.
- If embark gets more votes or the vote is tied, players decide and announce in turn order, starting with the active player, whether or not they want to discard their hand. Then, all players who chose to do so discard their hands and draw seven cards. Players later in the turn order will know if players before them are discarding, but they don't get to see what those players will discard to help them decide whether to discard themselves.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Swan Song
Swan Song
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
- Swan Song can target a spell that can't be countered. That spell won't be countered when Swan Song resolves, but its controller will get a Bird token.
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1
Trap the Trespassers
Trap the Trespassers
Instant
Secret council — Each player secretly votes for a creature you don't control, then those votes are revealed. For each creature with one or more votes, put that many stun counters on it, then tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
- None of the creatures are targeted. Players may vote for a creature with hexproof, protection from blue, or similar.
- Players may vote for creatures that are already tapped.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Windswift Slice
Windswift Slice
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
- Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
- Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
Sorceries 13
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1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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1
Devastation Tide
Devastation Tide
Sorcery
Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
-
1
Elven Farsight
Elven Farsight
Sorcery
Scry 3, then you may reveal the top card of your library. If it's a creature card, draw a card.
-
1
Genesis Wave
Genesis Wave
Sorcery
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
- If you have fewer than X cards in your library, you reveal all of them.
- If a card in a player's library has in its mana cost, X is considered to be 0.
- A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
- If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.
- You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.
- All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.
-
1
Lórien Revealed
Lórien Revealed
Sorcery
Draw three cards.
Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
- Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
- Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
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1
Overwhelming Stampede
Overwhelming Stampede
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
- You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.
-
1
Plea for Power
Plea for Power
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
- You must vote for one of the available options. You can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
-
1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Raise the Palisade
Raise the Palisade
Sorcery
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
- To choose a creature type, you must choose an existing creature type, such as Halfling or Scout. You can't choose multiple creature types, such as "Halfling Scout." Card types such as artifacts can't be chosen, nor can subtypes that aren't creature types, such as Forest, Equipment, or Food.
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
- 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.
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1
Seeds of Renewal
Seeds of Renewal
Sorcery
Undaunted (This spell costs less to cast for each opponent.)
Return up to two target cards from your graveyard to your hand. Exile Seeds of Renewal.
- If one target becomes illegal before Seeds of Renewal resolves, you'll still return the legal target from your graveyard to your hand.
- If each target is illegal as Seeds of Renewal resolves, Seeds of Renewal doesn't resolve and is put into its owner's graveyard. It's not exiled.
- Causing an opponent to lose the game after you've announced that you're casting a spell with undaunted and determined its total cost won't cause you to have to pay more mana.
- Effects that reduce what you pay to cast a spell don't affect its mana value.
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1
Sylvan Offering
Sylvan Offering
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token.
Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- You choose the opponents for each effect as the spell resolves.
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1
Travel Through Caradhras
Travel Through Caradhras
Sorcery
Council's dilemma — Starting with you, each player votes for Redhorn Pass or Mines of Moria. For each Redhorn Pass vote, search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, shuffle. For each Mines of Moria vote, return a card from your graveyard to your hand.
Exile Travel Through Caradhras.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
Artifacts 8
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Arcane Signet's ability produces no mana.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Lothlórien Blade
Lothlórien Blade
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to target creature defending player controls.
Equip Elf
Equip
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1
Mirror of Galadriel
Mirror of Galadriel
Legendary Artifact
, : Scry 1, then draw a card. This ability costs less to activate for each legendary creature you control.
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1
Model of Unity
Model of Unity
Artifact
Whenever players finish voting, you and each opponent who voted for a choice you voted for may scry 2.
: Add one mana of any color.
- If multiple players are instructed to scry at once, those players each look at the top cards of their library at the same time, then they choose in turn order whether to put those cards on the top or bottom of their library and in what order.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Whispersilk Cloak
Whispersilk Cloak
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Enchantments 3
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1
Asceticism
Asceticism
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
- You may target any creature with the regeneration ability, not just one you control.
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1
Lignify
Lignify
Kindred Enchantment — Treefolk Aura
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
- 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.
- Lignify will overwrite any previous effects that set the enchanted creature's power or toughness (such as Serendib Sorcerer does). Any such effects that apply after Lignify entered will work normally.
- Lignify will not overwrite effects such as those from Glorious Anthem, counters, or Giant Growth that change the enchanted creature's power or toughness without setting it to a specific value. Apply such effects after applying Lignify.
- If the enchanted creature has a characteristic-defining ability that specifies its color, that ability will still have its effect because it's applied before the creature loses the ability.
- Lignify overwrites characteristic-defining abilities that specify the enchanted creature's power or toughness (such as the one Dauntless Dourbark has) or that specify its creature types (such as changeling does).
- If Lignify leaves the battlefield, the creature goes back to being what it was before. Any effects that applied while the Lignify was on the battlefield, such as Giant Growth or Lace with Moonglove, will continue to apply.
- Lignify will overwrite static abilities that come from the creature itself (such as the one on Verduran Enchantress) because Lignify causes the creature to lose that ability before it gets a chance to apply.
- Lignify overwrites previous effects that changed the enchanted creature's creature types. Any such effects that apply after Lignify enters will work normally.
- Lignify causes the enchanted creature to lose all abilities it had at the time it became enchanted. Any abilities granted to the creature after Lignify entered the battlefield will work normally.
- If a previous effect switched the creature's power and toughness, that effect still applies (though it will apply to the creature's new power and toughness).
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1
Song of Eärendil
Song of Eärendil
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2, then draw two cards.
II — Create a Treasure token and a 2/2 blue Bird creature token with flying.
III — Put a flying counter on each creature you control without flying.
Lands 38
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Command Tower's ability produces no mana.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
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1
Field of Ruin
Field of Ruin
Land
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
- If the target land is an illegal target by the time Field of Ruin's ability tries to resolve, the ability doesn't resolve. No players search for a basic land card or shuffles. If the target is legal but not destroyed (most likely because it has indestructible), each player does search and shuffle.
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1
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
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15
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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11
Island
Island
Basic Land — Island
( : Add .)
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1
Lonely Sandbar
Lonely Sandbar
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Rejuvenating Springs
Rejuvenating Springs
Land
This land enters tapped unless you have two or more opponents.
: Add or .
- Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
- If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
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1
Thornwood Falls
Thornwood Falls
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Tranquil Thicket
Tranquil Thicket
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Vineglimmer Snarl
Vineglimmer Snarl
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Woodland Stream
Woodland Stream
Land
This land enters tapped.
: Add or .
Blue 11
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1
Colossal Whale
Colossal Whale
Creature — Whale
5/5
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
- Colossal Whale's triggered ability triggers and resolves during the declare attackers step, before blocking creatures are declared.
- Colossal Whale's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Colossal Whale have a single ability that creates two one-shot effects: one that exiles the creature when the ability resolves, and another that returns the exiled card to the battlefield immediately after Colossal Whale leaves the battlefield.
- If Colossal Whale leaves the battlefield before its triggered ability resolves, the target creature won't be exiled.
- Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a creature token is exiled, it ceases to exist. It won't be returned to the battlefield.
- The exiled card returns to the battlefield immediately after Colossal Whale leaves the battlefield. Nothing happens between the two events, including state-based actions. The two creatures aren't on the battlefield at the same time. For example, if the returning creature is a Clone, it can't enter the battlefield as a copy of Colossal Whale.
- In a multiplayer game, if Colossal Whale's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
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1
Devastation Tide
Devastation Tide
Sorcery
Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
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1
Learn from the Past
Learn from the Past
Instant
Target player shuffles their graveyard into their library.
Draw a card.
- If the player's graveyard is empty, the player will shuffle their library, then you'll draw a card.
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1
Lórien Revealed
Lórien Revealed
Sorcery
Draw three cards.
Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
- Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
- Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
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1
Mystic Confluence
Mystic Confluence
Instant
Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the middle mode is chosen more than once, you choose the relative order to return the target creatures.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until Mystic Confluence is done resolving.
- If Mystic Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If you choose the first and/or second modes but all of the targets become illegal before Mystic Confluence resolves, the spell won't resolve. If you also chose the last mode once or twice, you won't draw any cards. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Opt
Opt
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
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1
Plea for Power
Plea for Power
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
- You must vote for one of the available options. You can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Raise the Palisade
Raise the Palisade
Sorcery
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
- To choose a creature type, you must choose an existing creature type, such as Halfling or Scout. You can't choose multiple creature types, such as "Halfling Scout." Card types such as artifacts can't be chosen, nor can subtypes that aren't creature types, such as Forest, Equipment, or Food.
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1
Swan Song
Swan Song
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
- Swan Song can target a spell that can't be countered. That spell won't be countered when Swan Song resolves, but its controller will get a Bird token.
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1
Trap the Trespassers
Trap the Trespassers
Instant
Secret council — Each player secretly votes for a creature you don't control, then those votes are revealed. For each creature with one or more votes, put that many stun counters on it, then tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
- None of the creatures are targeted. Players may vote for a creature with hexproof, protection from blue, or similar.
- Players may vote for creatures that are already tapped.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
Green 33
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1
Arbor Elf
Arbor Elf
Creature — Elf Druid
1/1
: Untap target Forest.
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1
Arwen, Weaver of Hope
Arwen, Weaver of Hope
Legendary Creature — Elf Noble
2/1
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen's toughness.
- To determine how many additional +1/+1 counters a creature enters the battlefield with, use Arwen, Weaver of Hope's toughness as that creature is entering the battlefield.
- If Arwen, Weaver of Hope and another creature you control enter the battlefield at the same time, Arwen's ability won't cause that creature to enter with additional +1/+1 counters on it.
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1
Asceticism
Asceticism
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
- You may target any creature with the regeneration ability, not just one you control.
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
- If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
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1
Celeborn the Wise
Celeborn the Wise
Legendary Creature — Elf Noble
3/3
Whenever you attack with one or more Elves, scry 1.
Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
- Celeborn the Wise's first ability has you scry 1 just once whenever you attack with one or more Elves, no matter how many Elves you attack with and no matter how many players you attack.
- Celeborn the Wise's last ability cares about the number of cards you actually looked at. For example, if you were supposed to scry 3 but only had two cards in your library, Celeborn would get +2/+2.
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1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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1
Elven Farsight
Elven Farsight
Sorcery
Scry 3, then you may reveal the top card of your library. If it's a creature card, draw a card.
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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 Piper
Elvish Piper
Creature — Elf Shaman
1/1
, : You may put a creature card from your hand onto the battlefield.
- A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
- Putting the card onto the battlefield is optional. When the ability resolves, you can choose not to.
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1
Elvish Visionary
Elvish Visionary
Creature — Elf Shaman
1/1
When this creature enters, draw a card.
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1
Elvish Warmaster
Elvish Warmaster
Creature — Elf Warrior
2/2
Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn.
: Elves you control get +2/+2 and gain deathtouch until end of turn.
- It doesn't matter how many Elves enter the battlefield under your control. The ability creates only one Elf Warrior creature token.
- Once the triggered ability has triggered once during a turn, it can't trigger again, even if the triggered ability is still on the stack, has been countered, or has otherwise left the stack.
- The activated ability affects only Elves you control as the ability resolves. Elves you begin to control later in the turn won't get the bonuses. Creatures you control that become Elves later in the turn won't get the bonuses, and Elves you control that got the bonuses that stop being Elves later in the turn won't lose them.
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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
Galadhrim Ambush
Galadhrim Ambush
Instant
Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures.
- Galadhrim Ambush counts all attacking creatures no matter which player, planeswalker, or battle they're attacking, including attacking creatures you control if Galadhrim Ambush is cast during your combat phase.
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1
Genesis Wave
Genesis Wave
Sorcery
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
- If you have fewer than X cards in your library, you reveal all of them.
- If a card in a player's library has in its mana cost, X is considered to be 0.
- A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
- If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.
- You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.
- All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.
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1
Haldir, Lórien Lieutenant
Haldir, Lórien Lieutenant
Legendary Creature — Elf Soldier
0/0
Haldir enters with X +1/+1 counters on it.
Vigilance
: Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.
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1
Heroic Intervention
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
- A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
- The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
- A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
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1
Hornet Queen
Hornet Queen
Creature — Insect
2/2
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
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1
Inscription of Abundance
Inscription of Abundance
Instant
Kicker
Choose one. If this spell was kicked, choose any number instead.
- Put two +1/+1 counters on target creature.
- Target player gains X life, where X is the greatest power among creatures they control.
- Target creature you control fights target creature you don't control.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.
- If any targets become illegal, the other targets will still be affected as appropriate.
- If the second mode is chosen and each creature the target player controls has negative power, that player doesn't gain or lose life.
- If either target creature is an illegal target as Inscription of Abundance resolves with its last mode chosen, no creature will deal or be dealt damage.
- If you kick Inscription of Abundance, you can't choose any one mode more than once.
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1
Legolas Greenleaf
Legolas Greenleaf
Legendary Creature — Elf Archer
2/2
Reach
Legolas can't be blocked by creatures with power 2 or less.
Whenever another legendary creature you control enters, put a +1/+1 counter on Legolas.
Whenever Legolas deals combat damage to a player, draw a card.
- Reducing a creature's power after it has blocked Legolas Greenleaf will not remove that blocking creature from combat or make Legolas Greenleaf unblocked.
- If Legolas Greenleaf enters the battlefield at the same time as another legendary creature you control, Legolas's Greenleaf's third ability will trigger and put a +1/+1 counter on it.
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1
Lignify
Lignify
Kindred Enchantment — Treefolk Aura
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
- 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.
- Lignify will overwrite any previous effects that set the enchanted creature's power or toughness (such as Serendib Sorcerer does). Any such effects that apply after Lignify entered will work normally.
- Lignify will not overwrite effects such as those from Glorious Anthem, counters, or Giant Growth that change the enchanted creature's power or toughness without setting it to a specific value. Apply such effects after applying Lignify.
- If the enchanted creature has a characteristic-defining ability that specifies its color, that ability will still have its effect because it's applied before the creature loses the ability.
- Lignify overwrites characteristic-defining abilities that specify the enchanted creature's power or toughness (such as the one Dauntless Dourbark has) or that specify its creature types (such as changeling does).
- If Lignify leaves the battlefield, the creature goes back to being what it was before. Any effects that applied while the Lignify was on the battlefield, such as Giant Growth or Lace with Moonglove, will continue to apply.
- Lignify will overwrite static abilities that come from the creature itself (such as the one on Verduran Enchantress) because Lignify causes the creature to lose that ability before it gets a chance to apply.
- Lignify overwrites previous effects that changed the enchanted creature's creature types. Any such effects that apply after Lignify enters will work normally.
- Lignify causes the enchanted creature to lose all abilities it had at the time it became enchanted. Any abilities granted to the creature after Lignify entered the battlefield will work normally.
- If a previous effect switched the creature's power and toughness, that effect still applies (though it will apply to the creature's new power and toughness).
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1
Mirkwood Elk
Mirkwood Elk
Creature — Elk
6/6
Trample
Whenever this creature enters or attacks, return target Elf card from your graveyard to your hand. You gain life equal to that card's power.
- In the rare case that the Elf card you return to your hand doesn't have power, you'll gain 0 life.
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1
Overwhelming Stampede
Overwhelming Stampede
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
- You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.
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1
Paradise Druid
Paradise Druid
Creature — Elf Druid
2/1
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
: Add one mana of any color.
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
- 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.
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1
Realm Seekers
Realm Seekers
Creature — Elf Scout
0/0
This creature enters with X +1/+1 counters on it, where X is the total number of cards in all players' hands.
, Remove a +1/+1 counter from this creature: Search your library for a land card, reveal it, put it into your hand, then shuffle.
- If Realm Seekers enters the battlefield directly from a player's hand without being cast, it counts itself when determining the value of X.
- The value of X is determined as Realm Seekers enters the battlefield. Players can cast spells and activate abilities while Realm Seekers is on the stack to remove cards from their hands if they wish, and this will result in fewer counters being placed on Realm Seekers as it enters the battlefield.
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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
Seeds of Renewal
Seeds of Renewal
Sorcery
Undaunted (This spell costs less to cast for each opponent.)
Return up to two target cards from your graveyard to your hand. Exile Seeds of Renewal.
- If one target becomes illegal before Seeds of Renewal resolves, you'll still return the legal target from your graveyard to your hand.
- If each target is illegal as Seeds of Renewal resolves, Seeds of Renewal doesn't resolve and is put into its owner's graveyard. It's not exiled.
- Causing an opponent to lose the game after you've announced that you're casting a spell with undaunted and determined its total cost won't cause you to have to pay more mana.
- Effects that reduce what you pay to cast a spell don't affect its mana value.
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1
Sylvan Offering
Sylvan Offering
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token.
Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- You choose the opponents for each effect as the spell resolves.
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1
Travel Through Caradhras
Travel Through Caradhras
Sorcery
Council's dilemma — Starting with you, each player votes for Redhorn Pass or Mines of Moria. For each Redhorn Pass vote, search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, shuffle. For each Mines of Moria vote, return a card from your graveyard to your hand.
Exile Travel Through Caradhras.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Windswift Slice
Windswift Slice
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
- Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
- Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
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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.
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1
Wose Pathfinder
Wose Pathfinder
Creature — Human Shaman
1/1
: Add one mana of any color.
, : Another target creature gets +3/+3 and gains trample until end of turn.
Multicolor 10
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1
Círdan the Shipwright
Círdan the Shipwright
Legendary Creature — Elf Noble
3/4
Vigilance
Secret council — Whenever Círdan enters or attacks, each player secretly votes for a player, then those votes are revealed. Each player draws a card for each vote they received. Each player who received no votes may put a permanent card from their hand onto the battlefield.
- After the votes are revealed, first the player whose turn it is draws a card for each vote they received, then each other player in turn order does so. Then, if the first player received no votes, they may put a permanent card from their hand onto the battlefield. Then each other player in turn order does the same.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Elrond of the White Council
Elrond of the White Council
Legendary Creature — Elf Noble
3/3
Secret council — When Elrond enters, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control.
- After the votes are revealed, starting with the player whose turn it is and proceeding in turn order, each player who voted fellowship chooses a creature they control for each of their fellowship votes. Then the controller of Elrond of the White Council's ability gains control of those creatures and they gain the listed ability. Finally, that player puts a +1/+1 counter on each creature they control for each aid vote.
- If you have multiple votes, you can vote for fellowship multiple times. If you do, you can choose the same creature each time.
- If you control Elrond of the Secret Council's ability, it is usually best to vote for aid. Gaining control of a creature you already control is only occasionally helpful.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Erestor of the Council
Erestor of the Council
Legendary Creature — Elf Noble
2/4
Whenever players finish voting, each opponent who voted for a choice you voted for creates a Treasure token. You scry X, where X is the number of opponents who voted for a choice you didn't vote for. Draw a card.
- When Erestor of the Council's ability resolves, you'll draw a card at the end no matter how other players voted.
- If an opponent has multiple votes, it's possible for them to count as both an opponent who voted for a choice you voted for and an opponent who voted for a choice you didn't vote for.
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1
Galadriel, Elven-Queen
Galadriel, Elven-Queen
Legendary Creature — Elf Noble
4/5
Will of the council — At the beginning of combat on your turn, if another Elf entered the battlefield under your control this turn, starting with you, each player votes for dominion or guidance. If dominion gets more votes, the Ring tempts you, then you put a +1/+1 counter on your Ring-bearer. If guidance gets more votes or the vote is tied, draw a card.
- If another Elf hasn't entered the battlefield under your control this turn as your beginning of combat step starts, Galadriel, Elven-Queen's ability won't trigger. No one will vote, and none of the other effects will happen. Putting another Elf onto the battlefield during the beginning of combat step won't cause the ability to trigger.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Gandalf, Westward Voyager
Gandalf, Westward Voyager
Legendary Creature — Avatar Wizard
5/5
Whenever you cast a spell with mana value 5 or greater, each opponent reveals the top card of their library. If any of those cards shares a card type with that spell, copy that spell, you may choose new targets for the copy, and each opponent draws a card. Otherwise, you draw a card. (A copy of a permanent spell becomes a token.)
- While a spell with in its mana cost is on the stack, use the value of X that was chosen when it was cast to determine its mana value.
- You copy the spell you cast, not any of the revealed cards.
- You create only one copy, no matter how many revealed cards share a card type with the spell you cast or how many card types those cards share with the spell you cast.
- The triggered ability and the copy it creates will resolve before the spell that caused the ability to trigger.
- The copy is created on the stack, so it's not "cast." Creating the copy won't cause abilities that trigger when a player casts a spell to trigger.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for a copied spell. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
- If the spell has damage divided as it was put onto the stack, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters to targets.
- Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
- The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If a permanent spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
- The token that a resolving copy of a spell becomes isn't said to have been "created" and won't interact with abilities that care about tokens being created, such as that of Rosie Cotton of South Lane.
- Except in some very rare cases, the card each opponent draws will be the card revealed from the top of their library.
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1
Growth Spiral
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
- Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
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1
Mirkwood Trapper
Mirkwood Trapper
Creature — Elf Scout
1/4
Whenever a player attacks you, target attacking creature gets -2/-0 until end of turn.
Whenever a player attacks, if they aren't attacking you, that player chooses an attacking creature. It gets +2/+0 until end of turn.
- If a player is attacking a planeswalker you control or a battle you're protecting but not attacking you, Mirkwood Trapper's last ability will still trigger.
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1
Radagast, Wizard of Wilds
Radagast, Wizard of Wilds
Legendary Creature — Avatar Wizard
3/5
Ward
Beasts and Birds you control have ward .
Whenever you cast a spell with mana value 5 or greater, choose one —
- Create a 3/3 green Beast creature token.
- Create a 2/2 blue Bird creature token with flying.
- A creature that is both a Beast and a Bird still only gets one instance of ward from Radagast, Wizard of Wilds's first ability.
- If Radagast, Wizard of Wilds is a Beast or a Bird, it will have two instances of ward .
- Radagast, Wizard of the Wilds's last triggered ability will resolve before the spell that caused it to trigger resolves. It will resolve even if the spell that caused it to trigger is countered or has otherwise left the stack.
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1
Sail into the West
Sail into the West
Instant
Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.
- If return gets more votes, first the active player chooses which cards they'll return from their graveyard to their hand, then each other player in turn order does the same, knowing choices made before their choice. Then all those cards are returned from graveyards to hands simultaneously.
- If embark gets more votes or the vote is tied, players decide and announce in turn order, starting with the active player, whether or not they want to discard their hand. Then, all players who chose to do so discard their hands and draw seven cards. Players later in the turn order will know if players before them are discarding, but they don't get to see what those players will discard to help them decide whether to discard themselves.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Song of Eärendil
Song of Eärendil
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2, then draw two cards.
II — Create a Treasure token and a 2/2 blue Bird creature token with flying.
III — Put a flying counter on each creature you control without flying.
Colorless 8
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Arcane Signet's ability produces no mana.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Lothlórien Blade
Lothlórien Blade
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to target creature defending player controls.
Equip Elf
Equip
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1
Mirror of Galadriel
Mirror of Galadriel
Legendary Artifact
, : Scry 1, then draw a card. This ability costs less to activate for each legendary creature you control.
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1
Model of Unity
Model of Unity
Artifact
Whenever players finish voting, you and each opponent who voted for a choice you voted for may scry 2.
: Add one mana of any color.
- If multiple players are instructed to scry at once, those players each look at the top cards of their library at the same time, then they choose in turn order whether to put those cards on the top or bottom of their library and in what order.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Whispersilk Cloak
Whispersilk Cloak
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Lands 38
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Command Tower's ability produces no mana.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
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1
Field of Ruin
Field of Ruin
Land
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
- If the target land is an illegal target by the time Field of Ruin's ability tries to resolve, the ability doesn't resolve. No players search for a basic land card or shuffles. If the target is legal but not destroyed (most likely because it has indestructible), each player does search and shuffle.
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1
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
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15
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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11
Island
Island
Basic Land — Island
( : Add .)
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1
Lonely Sandbar
Lonely Sandbar
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Rejuvenating Springs
Rejuvenating Springs
Land
This land enters tapped unless you have two or more opponents.
: Add or .
- Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
- If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
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1
Thornwood Falls
Thornwood Falls
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Tranquil Thicket
Tranquil Thicket
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Vineglimmer Snarl
Vineglimmer Snarl
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Woodland Stream
Woodland Stream
Land
This land enters tapped.
: Add or .
1 9
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1
Arbor Elf
Arbor Elf
Creature — Elf Druid
1/1
: Untap target Forest.
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1
Elven Farsight
Elven Farsight
Sorcery
Scry 3, then you may reveal the top card of your library. If it's a creature card, draw a card.
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1
Elvish Mystic
Elvish Mystic
Creature — Elf Druid
1/1
: Add .
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1
Haldir, Lórien Lieutenant
Haldir, Lórien Lieutenant
Legendary Creature — Elf Soldier
0/0
Haldir enters with X +1/+1 counters on it.
Vigilance
: Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.
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1
Opt
Opt
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swan Song
Swan Song
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
- Swan Song can target a spell that can't be countered. That spell won't be countered when Swan Song resolves, but its controller will get a Bird token.
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1
Sylvan Offering
Sylvan Offering
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token.
Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- You choose the opponents for each effect as the spell resolves.
2 12
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Arcane Signet's ability produces no mana.
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1
Elvish Visionary
Elvish Visionary
Creature — Elf Shaman
1/1
When this creature enters, draw a card.
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1
Elvish Warmaster
Elvish Warmaster
Creature — Elf Warrior
2/2
Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn.
: Elves you control get +2/+2 and gain deathtouch until end of turn.
- It doesn't matter how many Elves enter the battlefield under your control. The ability creates only one Elf Warrior creature token.
- Once the triggered ability has triggered once during a turn, it can't trigger again, even if the triggered ability is still on the stack, has been countered, or has otherwise left the stack.
- The activated ability affects only Elves you control as the ability resolves. Elves you begin to control later in the turn won't get the bonuses. Creatures you control that become Elves later in the turn won't get the bonuses, and Elves you control that got the bonuses that stop being Elves later in the turn won't lose them.
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1
Growth Spiral
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
- Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
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1
Heroic Intervention
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
- A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
- The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
- A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
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1
Inscription of Abundance
Inscription of Abundance
Instant
Kicker
Choose one. If this spell was kicked, choose any number instead.
- Put two +1/+1 counters on target creature.
- Target player gains X life, where X is the greatest power among creatures they control.
- Target creature you control fights target creature you don't control.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.
- If any targets become illegal, the other targets will still be affected as appropriate.
- If the second mode is chosen and each creature the target player controls has negative power, that player doesn't gain or lose life.
- If either target creature is an illegal target as Inscription of Abundance resolves with its last mode chosen, no creature will deal or be dealt damage.
- If you kick Inscription of Abundance, you can't choose any one mode more than once.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Lignify
Lignify
Kindred Enchantment — Treefolk Aura
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
- 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.
- Lignify will overwrite any previous effects that set the enchanted creature's power or toughness (such as Serendib Sorcerer does). Any such effects that apply after Lignify entered will work normally.
- Lignify will not overwrite effects such as those from Glorious Anthem, counters, or Giant Growth that change the enchanted creature's power or toughness without setting it to a specific value. Apply such effects after applying Lignify.
- If the enchanted creature has a characteristic-defining ability that specifies its color, that ability will still have its effect because it's applied before the creature loses the ability.
- Lignify overwrites characteristic-defining abilities that specify the enchanted creature's power or toughness (such as the one Dauntless Dourbark has) or that specify its creature types (such as changeling does).
- If Lignify leaves the battlefield, the creature goes back to being what it was before. Any effects that applied while the Lignify was on the battlefield, such as Giant Growth or Lace with Moonglove, will continue to apply.
- Lignify will overwrite static abilities that come from the creature itself (such as the one on Verduran Enchantress) because Lignify causes the creature to lose that ability before it gets a chance to apply.
- Lignify overwrites previous effects that changed the enchanted creature's creature types. Any such effects that apply after Lignify enters will work normally.
- Lignify causes the enchanted creature to lose all abilities it had at the time it became enchanted. Any abilities granted to the creature after Lignify entered the battlefield will work normally.
- If a previous effect switched the creature's power and toughness, that effect still applies (though it will apply to the creature's new power and toughness).
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1
Mirror of Galadriel
Mirror of Galadriel
Legendary Artifact
, : Scry 1, then draw a card. This ability costs less to activate for each legendary creature you control.
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1
Paradise Druid
Paradise Druid
Creature — Elf Druid
2/1
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
: Add one mana of any color.
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
- 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.
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1
Wose Pathfinder
Wose Pathfinder
Creature — Human Shaman
1/1
: Add one mana of any color.
, : Another target creature gets +3/+3 and gains trample until end of turn.
3 17
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1
Arwen, Weaver of Hope
Arwen, Weaver of Hope
Legendary Creature — Elf Noble
2/1
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen's toughness.
- To determine how many additional +1/+1 counters a creature enters the battlefield with, use Arwen, Weaver of Hope's toughness as that creature is entering the battlefield.
- If Arwen, Weaver of Hope and another creature you control enter the battlefield at the same time, Arwen's ability won't cause that creature to enter with additional +1/+1 counters on it.
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
- If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
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1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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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
Erestor of the Council
Erestor of the Council
Legendary Creature — Elf Noble
2/4
Whenever players finish voting, each opponent who voted for a choice you voted for creates a Treasure token. You scry X, where X is the number of opponents who voted for a choice you didn't vote for. Draw a card.
- When Erestor of the Council's ability resolves, you'll draw a card at the end no matter how other players voted.
- If an opponent has multiple votes, it's possible for them to count as both an opponent who voted for a choice you voted for and an opponent who voted for a choice you didn't vote for.
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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
Genesis Wave
Genesis Wave
Sorcery
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
- If you have fewer than X cards in your library, you reveal all of them.
- If a card in a player's library has in its mana cost, X is considered to be 0.
- A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
- If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.
- You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.
- All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.
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1
Legolas Greenleaf
Legolas Greenleaf
Legendary Creature — Elf Archer
2/2
Reach
Legolas can't be blocked by creatures with power 2 or less.
Whenever another legendary creature you control enters, put a +1/+1 counter on Legolas.
Whenever Legolas deals combat damage to a player, draw a card.
- Reducing a creature's power after it has blocked Legolas Greenleaf will not remove that blocking creature from combat or make Legolas Greenleaf unblocked.
- If Legolas Greenleaf enters the battlefield at the same time as another legendary creature you control, Legolas's Greenleaf's third ability will trigger and put a +1/+1 counter on it.
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1
Lothlórien Blade
Lothlórien Blade
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to target creature defending player controls.
Equip Elf
Equip
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1
Mirkwood Trapper
Mirkwood Trapper
Creature — Elf Scout
1/4
Whenever a player attacks you, target attacking creature gets -2/-0 until end of turn.
Whenever a player attacks, if they aren't attacking you, that player chooses an attacking creature. It gets +2/+0 until end of turn.
- If a player is attacking a planeswalker you control or a battle you're protecting but not attacking you, Mirkwood Trapper's last ability will still trigger.
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1
Model of Unity
Model of Unity
Artifact
Whenever players finish voting, you and each opponent who voted for a choice you voted for may scry 2.
: Add one mana of any color.
- If multiple players are instructed to scry at once, those players each look at the top cards of their library at the same time, then they choose in turn order whether to put those cards on the top or bottom of their library and in what order.
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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
Trap the Trespassers
Trap the Trespassers
Instant
Secret council — Each player secretly votes for a creature you don't control, then those votes are revealed. For each creature with one or more votes, put that many stun counters on it, then tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
- None of the creatures are targeted. Players may vote for a creature with hexproof, protection from blue, or similar.
- Players may vote for creatures that are already tapped.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Whispersilk Cloak
Whispersilk Cloak
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
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1
Windswift Slice
Windswift Slice
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
- Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
- Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
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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 8
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1
Celeborn the Wise
Celeborn the Wise
Legendary Creature — Elf Noble
3/3
Whenever you attack with one or more Elves, scry 1.
Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
- Celeborn the Wise's first ability has you scry 1 just once whenever you attack with one or more Elves, no matter how many Elves you attack with and no matter how many players you attack.
- Celeborn the Wise's last ability cares about the number of cards you actually looked at. For example, if you were supposed to scry 3 but only had two cards in your library, Celeborn would get +2/+2.
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1
Elvish Piper
Elvish Piper
Creature — Elf Shaman
1/1
, : You may put a creature card from your hand onto the battlefield.
- A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
- Putting the card onto the battlefield is optional. When the ability resolves, you can choose not to.
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1
Galadhrim Ambush
Galadhrim Ambush
Instant
Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures.
- Galadhrim Ambush counts all attacking creatures no matter which player, planeswalker, or battle they're attacking, including attacking creatures you control if Galadhrim Ambush is cast during your combat phase.
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1
Galadriel, Elven-Queen
Galadriel, Elven-Queen
Legendary Creature — Elf Noble
4/5
Will of the council — At the beginning of combat on your turn, if another Elf entered the battlefield under your control this turn, starting with you, each player votes for dominion or guidance. If dominion gets more votes, the Ring tempts you, then you put a +1/+1 counter on your Ring-bearer. If guidance gets more votes or the vote is tied, draw a card.
- If another Elf hasn't entered the battlefield under your control this turn as your beginning of combat step starts, Galadriel, Elven-Queen's ability won't trigger. No one will vote, and none of the other effects will happen. Putting another Elf onto the battlefield during the beginning of combat step won't cause the ability to trigger.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Learn from the Past
Learn from the Past
Instant
Target player shuffles their graveyard into their library.
Draw a card.
- If the player's graveyard is empty, the player will shuffle their library, then you'll draw a card.
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1
Plea for Power
Plea for Power
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
- You must vote for one of the available options. You can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Radagast, Wizard of Wilds
Radagast, Wizard of Wilds
Legendary Creature — Avatar Wizard
3/5
Ward
Beasts and Birds you control have ward .
Whenever you cast a spell with mana value 5 or greater, choose one —
- Create a 3/3 green Beast creature token.
- Create a 2/2 blue Bird creature token with flying.
- A creature that is both a Beast and a Bird still only gets one instance of ward from Radagast, Wizard of Wilds's first ability.
- If Radagast, Wizard of Wilds is a Beast or a Bird, it will have two instances of ward .
- Radagast, Wizard of the Wilds's last triggered ability will resolve before the spell that caused it to trigger resolves. It will resolve even if the spell that caused it to trigger is countered or has otherwise left the stack.
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1
Sail into the West
Sail into the West
Instant
Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.
- If return gets more votes, first the active player chooses which cards they'll return from their graveyard to their hand, then each other player in turn order does the same, knowing choices made before their choice. Then all those cards are returned from graveyards to hands simultaneously.
- If embark gets more votes or the vote is tied, players decide and announce in turn order, starting with the active player, whether or not they want to discard their hand. Then, all players who chose to do so discard their hands and draw seven cards. Players later in the turn order will know if players before them are discarding, but they don't get to see what those players will discard to help them decide whether to discard themselves.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
5 10
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1
Asceticism
Asceticism
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
- You may target any creature with the regeneration ability, not just one you control.
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1
Círdan the Shipwright
Círdan the Shipwright
Legendary Creature — Elf Noble
3/4
Vigilance
Secret council — Whenever Círdan enters or attacks, each player secretly votes for a player, then those votes are revealed. Each player draws a card for each vote they received. Each player who received no votes may put a permanent card from their hand onto the battlefield.
- After the votes are revealed, first the player whose turn it is draws a card for each vote they received, then each other player in turn order does so. Then, if the first player received no votes, they may put a permanent card from their hand onto the battlefield. Then each other player in turn order does the same.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Devastation Tide
Devastation Tide
Sorcery
Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
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1
Elrond of the White Council
Elrond of the White Council
Legendary Creature — Elf Noble
3/3
Secret council — When Elrond enters, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1 counter on each creature you control.
- After the votes are revealed, starting with the player whose turn it is and proceeding in turn order, each player who voted fellowship chooses a creature they control for each of their fellowship votes. Then the controller of Elrond of the White Council's ability gains control of those creatures and they gain the listed ability. Finally, that player puts a +1/+1 counter on each creature they control for each aid vote.
- If you have multiple votes, you can vote for fellowship multiple times. If you do, you can choose the same creature each time.
- If you control Elrond of the Secret Council's ability, it is usually best to vote for aid. Gaining control of a creature you already control is only occasionally helpful.
- To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
- Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
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1
Gandalf, Westward Voyager
Gandalf, Westward Voyager
Legendary Creature — Avatar Wizard
5/5
Whenever you cast a spell with mana value 5 or greater, each opponent reveals the top card of their library. If any of those cards shares a card type with that spell, copy that spell, you may choose new targets for the copy, and each opponent draws a card. Otherwise, you draw a card. (A copy of a permanent spell becomes a token.)
- While a spell with in its mana cost is on the stack, use the value of X that was chosen when it was cast to determine its mana value.
- You copy the spell you cast, not any of the revealed cards.
- You create only one copy, no matter how many revealed cards share a card type with the spell you cast or how many card types those cards share with the spell you cast.
- The triggered ability and the copy it creates will resolve before the spell that caused the ability to trigger.
- The copy is created on the stack, so it's not "cast." Creating the copy won't cause abilities that trigger when a player casts a spell to trigger.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for a copied spell. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
- If the spell has damage divided as it was put onto the stack, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters to targets.
- Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
- The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If a permanent spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
- The token that a resolving copy of a spell becomes isn't said to have been "created" and won't interact with abilities that care about tokens being created, such as that of Rosie Cotton of South Lane.
- Except in some very rare cases, the card each opponent draws will be the card revealed from the top of their library.
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1
Lórien Revealed
Lórien Revealed
Sorcery
Draw three cards.
Islandcycling ( , Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
- Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
- Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
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1
Mystic Confluence
Mystic Confluence
Instant
Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the middle mode is chosen more than once, you choose the relative order to return the target creatures.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until Mystic Confluence is done resolving.
- If Mystic Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If you choose the first and/or second modes but all of the targets become illegal before Mystic Confluence resolves, the spell won't resolve. If you also chose the last mode once or twice, you won't draw any cards. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Overwhelming Stampede
Overwhelming Stampede
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
- You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.
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1
Raise the Palisade
Raise the Palisade
Sorcery
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
- To choose a creature type, you must choose an existing creature type, such as Halfling or Scout. You can't choose multiple creature types, such as "Halfling Scout." Card types such as artifacts can't be chosen, nor can subtypes that aren't creature types, such as Forest, Equipment, or Food.
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1
Song of Eärendil
Song of Eärendil
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2, then draw two cards.
II — Create a Treasure token and a 2/2 blue Bird creature token with flying.
III — Put a flying counter on each creature you control without flying.
6 3
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1
Mirkwood Elk
Mirkwood Elk
Creature — Elk
6/6
Trample
Whenever this creature enters or attacks, return target Elf card from your graveyard to your hand. You gain life equal to that card's power.
- In the rare case that the Elf card you return to your hand doesn't have power, you'll gain 0 life.
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1
Realm Seekers
Realm Seekers
Creature — Elf Scout
0/0
This creature enters with X +1/+1 counters on it, where X is the total number of cards in all players' hands.
, Remove a +1/+1 counter from this creature: Search your library for a land card, reveal it, put it into your hand, then shuffle.
- If Realm Seekers enters the battlefield directly from a player's hand without being cast, it counts itself when determining the value of X.
- The value of X is determined as Realm Seekers enters the battlefield. Players can cast spells and activate abilities while Realm Seekers is on the stack to remove cards from their hands if they wish, and this will result in fewer counters being placed on Realm Seekers as it enters the battlefield.
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1
Travel Through Caradhras
Travel Through Caradhras
Sorcery
Council's dilemma — Starting with you, each player votes for Redhorn Pass or Mines of Moria. For each Redhorn Pass vote, search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, shuffle. For each Mines of Moria vote, return a card from your graveyard to your hand.
Exile Travel Through Caradhras.
- Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
- In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
- Each player must vote for one of the available options. They can't abstain.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
7+ 3
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1
Colossal Whale
Colossal Whale
Creature — Whale
5/5
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
- Colossal Whale's triggered ability triggers and resolves during the declare attackers step, before blocking creatures are declared.
- Colossal Whale's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Colossal Whale have a single ability that creates two one-shot effects: one that exiles the creature when the ability resolves, and another that returns the exiled card to the battlefield immediately after Colossal Whale leaves the battlefield.
- If Colossal Whale leaves the battlefield before its triggered ability resolves, the target creature won't be exiled.
- Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a creature token is exiled, it ceases to exist. It won't be returned to the battlefield.
- The exiled card returns to the battlefield immediately after Colossal Whale leaves the battlefield. Nothing happens between the two events, including state-based actions. The two creatures aren't on the battlefield at the same time. For example, if the returning creature is a Clone, it can't enter the battlefield as a copy of Colossal Whale.
- In a multiplayer game, if Colossal Whale's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
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1
Hornet Queen
Hornet Queen
Creature — Insect
2/2
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
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1
Seeds of Renewal
Seeds of Renewal
Sorcery
Undaunted (This spell costs less to cast for each opponent.)
Return up to two target cards from your graveyard to your hand. Exile Seeds of Renewal.
- If one target becomes illegal before Seeds of Renewal resolves, you'll still return the legal target from your graveyard to your hand.
- If each target is illegal as Seeds of Renewal resolves, Seeds of Renewal doesn't resolve and is put into its owner's graveyard. It's not exiled.
- Causing an opponent to lose the game after you've announced that you're casting a spell with undaunted and determined its total cost won't cause you to have to pay more mana.
- Effects that reduce what you pay to cast a spell don't affect its mana value.
Lands 38
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Command Tower's ability produces no mana.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
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1
Field of Ruin
Field of Ruin
Land
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
- If the target land is an illegal target by the time Field of Ruin's ability tries to resolve, the ability doesn't resolve. No players search for a basic land card or shuffles. If the target is legal but not destroyed (most likely because it has indestructible), each player does search and shuffle.
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1
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
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15
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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11
Island
Island
Basic Land — Island
( : Add .)
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1
Lonely Sandbar
Lonely Sandbar
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Rejuvenating Springs
Rejuvenating Springs
Land
This land enters tapped unless you have two or more opponents.
: Add or .
- Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
- If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
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1
Thornwood Falls
Thornwood Falls
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Tranquil Thicket
Tranquil Thicket
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Vineglimmer Snarl
Vineglimmer Snarl
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Woodland Stream
Woodland Stream
Land
This land enters tapped.
: Add or .