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{2}{G}
Advocate of the Beast
Creature - Elf Shaman
At the beginning of your end step, put a +1/+1 counter on target Beast creature you control.
2 / 3
{1}{G}
Ancient Animus
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
{R}{G}
Colossal Might
Instant
Target creature gets +4/+2 and gains trample until end of turn.
{1}{G}{W}
Common Bond
Instant
Put a +1/+1 counter on target creature.

Put a +1/+1 counter on target creature.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{1}{G}
Druid of the Anima
Creature - Elf Druid
{T}: Add {R}, {G}, or {W}.
1 / 1
{G}
Elvish Mystic
Creature - Elf Druid
{T}: Add {G}.
1 / 1
{X}{G}
Feral Hydra
Creature - Hydra Beast
Feral Hydra enters the battlefield with X +1/+1 counters on it.

{3}: Put a +1/+1 counter on Feral Hydra. Any player may activate this ability.
0 / 0
{2}
Hero's Blade
Artifact - Equipment
Equipped creature gets +3/+2.

Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it.

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
{G}
Hunger of the Howlpack
Instant
Put a +1/+1 counter on target creature.

Morbid -- Put three +1/+1 counters on that creature instead if a creature died this turn.
{2}{G}
Hydra's Growth
Enchantment - Aura
Enchant creature

When Hydra's Growth enters the battlefield, put a +1/+1 counter on enchanted creature.

At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.
{X}{G}
Ivy Elemental
Creature - Elemental
Ivy Elemental enters the battlefield with X +1/+1 counters on it.
0 / 0
{1}{G}
Joiner Adept
Creature - Elf Druid
Lands you control have "{T}: Add one mana of any color."
2 / 1
{1}{W}
Journey to Nowhere
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{R}{G}{W}
Knotvine Mystic
Creature - Elf Druid
{1}, {T}: Add {R}{G}{W}.
2 / 2
{R}
Lightning Bolt
Instant
Lightning Bolt deals 3 damage to any target.
{R}{W}
Lightning Helix
Instant
Lightning Helix deals 3 damage to any target and you gain 3 life.
{2}{G}{ // }{G}
Lovestruck Beast // Heart's Desire
Creature - Beast Noble // Sorcery - Adventure
Lovestruck Beast can't attack unless you control a 1/1 creature.



Create a 1/1 white Human creature token. (Then exile this card. You may cast the creature later from exile.)
5 / 5
{G}
Lush Growth
Enchantment - Aura
Enchant land

Enchanted land is a Mountain, Forest, and Plains.
{R}{G}{W}
Marath, Will of the Wild
Legendary Creature - Elemental Beast
Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.

{X}, Remove X +1/+1 counters from Marath: Choose one --

• Put X +1/+1 counters on target creature. X can't be 0.

• Marath deals X damage to any target. X can't be 0.

• Create an X/X green Elemental creature token. X can't be 0.
0 / 0
{R}{G}{W}
Mayael the Anima
Legendary Creature - Elf Shaman
{3}{R}{G}{W}, {T}: Look at the top five cards of your library. You may put a creature card with power 5 or greater from among them onto the battlefield. Put the rest on the bottom of your library in any order.
2 / 3
{R}{G}{W}
Mayael's Aria
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
{R}{G}{W}
Naya Charm
Instant
Choose one --

• Naya Charm deals 3 damage to target creature.

• Return target card from a graveyard to its owner's hand.

• Tap all creatures target player controls.
{R/W}{G}
Naya Hushblade
Creature - Elf Rogue
As long as you control another multicolored permanent, Naya Hushblade gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
2 / 1
{X}{X}{G}{G}
Neverwinter Hydra
Creature - Hydra
As Neverwinter Hydra enters the battlefield, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results.

Trample

Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)
0 / 0
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{1}{R}
Pyroclasm
Sorcery
Pyroclasm deals 2 damage to each creature.
{1}{R}{G}
Radha, Heart of Keld
Legendary Creature - Elf Warrior
As long as it's your turn, Radha, Heart of Keld has first strike.

You may look at the top card of your library any time, and you may play lands from the top of your library.

{4}{R}{G}: Radha gets +X/+X until end of turn, where X is the number of lands you control.
3 / 3
{R}{G}
Radha, Heir to Keld
Legendary Creature - Elf Warrior
Whenever Radha, Heir to Keld attacks, you may add {R}{R}.

{T}: Add {G}.
2 / 2
{2}{G}
Reclamation Sage
Creature - Elf Shaman
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
2 / 1
{1}{G}
Return to Nature
Instant
Choose one --

• Destroy target artifact.

• Destroy target enchantment.

• Exile target card from a graveyard.
{2}{G}
Sacellum Archers
Creature - Elf Archer
{R}{W}, {T}: Sacellum Archers deals 2 damage to target attacking or blocking creature.
2 / 3
{G}
Snakeskin Veil
Instant
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{R/W}{G}
Trace of Abundance
Enchantment - Aura
Enchant land

Enchanted land has shroud. (It can't be the target of spells or abilities.)

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{R}{G}{W}
Woolly Thoctar
Creature - Beast
5 / 4