Creatures 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
Chance-Met Elves
Chance-Met Elves
Creature — Elf Warrior
3/2
Whenever you scry, put a +1/+1 counter on this creature. This ability triggers only once each turn.
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1
Dúnedain Rangers
Dúnedain Rangers
Creature — Human Ranger
4/4
Landfall — Whenever a land you control enters, if you don't control a Ring-bearer, the Ring tempts you.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- 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.
- 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.
- 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.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- 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.
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1
Galadhrim Guide
Galadhrim Guide
Creature — Elf Scout
3/4
When this creature enters, scry 2.
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1
Glorfindel, Dauntless Rescuer
Glorfindel, Dauntless Rescuer
Legendary Creature — Elf Noble
3/2
Whenever you scry, choose one and Glorfindel gets +1/+1 until end of turn.
- Glorfindel must be blocked this turn if able.
- Glorfindel can't be blocked by more than one creature each combat this turn.
- If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability, only one creature is required to block it. Other creatures may also block it (unless you've also chosen the second mode for Glorfindel, Dauntles Rescuer's triggered ability this turn) and are free to block other creatures or not block at all.
- If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability but each creature the defending player controls can't block for any reason (such as being tapped), then Glorfindel, Dauntless Rescuer isn't blocked. If there's a cost associated with blocking Glorfindel, Dauntless Rescuer, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
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1
Lothlórien Lookout
Lothlórien Lookout
Creature — Elf Scout
1/3
Whenever this creature attacks, scry 1.
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1
Mirkwood Channeler
Mirkwood Channeler
Creature — Elf Druid
3/3
At the beginning of combat on your turn, target Elf you control gains trample and gets +X/+X until end of turn, where X is the number of Forests you control.
- Count the number of Forests you control as Mirkwood Channeler's ability resolves to determine the value of X.
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1
Mirkwood Spider
Mirkwood Spider
Creature — Spider
1/1
Deathtouch
Whenever this creature attacks, target legendary creature you control gains deathtouch until end of turn.
Enchantments 2
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1
Fall of Gil-galad
Fall of Gil-galad
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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1
Gift of Strands
Gift of Strands
Enchantment — Aura
Flash
Enchant creature
When this Aura enters, scry 2.
Enchanted creature gets +3/+3.
Green 12
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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
Chance-Met Elves
Chance-Met Elves
Creature — Elf Warrior
3/2
Whenever you scry, put a +1/+1 counter on this creature. This ability triggers only once each turn.
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1
Dúnedain Rangers
Dúnedain Rangers
Creature — Human Ranger
4/4
Landfall — Whenever a land you control enters, if you don't control a Ring-bearer, the Ring tempts you.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- 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.
- 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.
- 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.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- 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.
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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
Fall of Gil-galad
Fall of Gil-galad
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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1
Galadhrim Bow
Galadhrim Bow
Artifact — Equipment
Flash
When this Equipment enters, attach it to target creature you control. Untap that creature.
Equipped creature gets +1/+2 and has reach.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and the timing restrictions for equip abilities don't apply.
- If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached, and no creatures are untapped.
- Galadhrim Bow doesn't enter the battlefield attached to a creature. Instead, the Equipment enters the battlefield and then a triggered ability attaches it to a creature. You may cast Galadhrim Bow even if you don't control any creatures.
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1
Galadhrim Guide
Galadhrim Guide
Creature — Elf Scout
3/4
When this creature enters, scry 2.
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1
Gift of Strands
Gift of Strands
Enchantment — Aura
Flash
Enchant creature
When this Aura enters, scry 2.
Enchanted creature gets +3/+3.
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1
Glorfindel, Dauntless Rescuer
Glorfindel, Dauntless Rescuer
Legendary Creature — Elf Noble
3/2
Whenever you scry, choose one and Glorfindel gets +1/+1 until end of turn.
- Glorfindel must be blocked this turn if able.
- Glorfindel can't be blocked by more than one creature each combat this turn.
- If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability, only one creature is required to block it. Other creatures may also block it (unless you've also chosen the second mode for Glorfindel, Dauntles Rescuer's triggered ability this turn) and are free to block other creatures or not block at all.
- If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability but each creature the defending player controls can't block for any reason (such as being tapped), then Glorfindel, Dauntless Rescuer isn't blocked. If there's a cost associated with blocking Glorfindel, Dauntless Rescuer, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
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1
Lothlórien Lookout
Lothlórien Lookout
Creature — Elf Scout
1/3
Whenever this creature attacks, scry 1.
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1
Mirkwood Channeler
Mirkwood Channeler
Creature — Elf Druid
3/3
At the beginning of combat on your turn, target Elf you control gains trample and gets +X/+X until end of turn, where X is the number of Forests you control.
- Count the number of Forests you control as Mirkwood Channeler's ability resolves to determine the value of X.
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1
Mirkwood Spider
Mirkwood Spider
Creature — Spider
1/1
Deathtouch
Whenever this creature attacks, target legendary creature you control gains deathtouch until end of turn.
1 2
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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
Mirkwood Spider
Mirkwood Spider
Creature — Spider
1/1
Deathtouch
Whenever this creature attacks, target legendary creature you control gains deathtouch until end of turn.
2 2
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1
Fall of Gil-galad
Fall of Gil-galad
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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1
Lothlórien Lookout
Lothlórien Lookout
Creature — Elf Scout
1/3
Whenever this creature attacks, scry 1.
3 3
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1
Chance-Met Elves
Chance-Met Elves
Creature — Elf Warrior
3/2
Whenever you scry, put a +1/+1 counter on this creature. This ability triggers only once each turn.
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1
Galadhrim Bow
Galadhrim Bow
Artifact — Equipment
Flash
When this Equipment enters, attach it to target creature you control. Untap that creature.
Equipped creature gets +1/+2 and has reach.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and the timing restrictions for equip abilities don't apply.
- If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached, and no creatures are untapped.
- Galadhrim Bow doesn't enter the battlefield attached to a creature. Instead, the Equipment enters the battlefield and then a triggered ability attaches it to a creature. You may cast Galadhrim Bow even if you don't control any creatures.
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1
Glorfindel, Dauntless Rescuer
Glorfindel, Dauntless Rescuer
Legendary Creature — Elf Noble
3/2
Whenever you scry, choose one and Glorfindel gets +1/+1 until end of turn.
- Glorfindel must be blocked this turn if able.
- Glorfindel can't be blocked by more than one creature each combat this turn.
- If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability, only one creature is required to block it. Other creatures may also block it (unless you've also chosen the second mode for Glorfindel, Dauntles Rescuer's triggered ability this turn) and are free to block other creatures or not block at all.
- If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability but each creature the defending player controls can't block for any reason (such as being tapped), then Glorfindel, Dauntless Rescuer isn't blocked. If there's a cost associated with blocking Glorfindel, Dauntless Rescuer, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
4 5
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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
Dúnedain Rangers
Dúnedain Rangers
Creature — Human Ranger
4/4
Landfall — Whenever a land you control enters, if you don't control a Ring-bearer, the Ring tempts you.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- 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.
- 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.
- 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.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- 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.
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1
Galadhrim Guide
Galadhrim Guide
Creature — Elf Scout
3/4
When this creature enters, scry 2.
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1
Gift of Strands
Gift of Strands
Enchantment — Aura
Flash
Enchant creature
When this Aura enters, scry 2.
Enchanted creature gets +3/+3.
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1
Mirkwood Channeler
Mirkwood Channeler
Creature — Elf Druid
3/3
At the beginning of combat on your turn, target Elf you control gains trample and gets +X/+X until end of turn, where X is the number of Forests you control.
- Count the number of Forests you control as Mirkwood Channeler's ability resolves to determine the value of X.