When this creature enters, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
As an additional cost to cast this spell, discard X cards. Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.
Few monsters challenged Narset after they sensed her power.
When this creature enters, put three -1/-1 counters on target creature you control. {T}, Remove a -1/-1 counter from this creature: Add one mana of any color.
Wild Magic Surge — Whenever this creature attacks, roll a d20. 1—9 | Exile the top card of your library. You may play it this turn. 10—19 | Exile the top two cards of your library. You may play them this turn. 20 | Exile the top three cards of your library. You may play them this turn.
Whenever you cast a noncreature spell, surveil 1. Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Whenever you cast a noncreature spell, surveil 1. Delirium — As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+0, has flying, and attacks each combat if able.
As long as you've lost life this turn, this creature has flying and vigilance. Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, put its counters on target creature you control.
When this creature enters, choose an instant or sorcery card in your hand with mana value 3 or greater. It perpetually gains "This spell costs {2} less to cast."
As long as there are four or more instant and/or sorcery cards in your graveyard, this creature gets +3/+1. {T}, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Whenever you cast an instant or sorcery spell with mana value 3 or greater, roll a d20. 1-9 | Each player draws a card. 10-19 | You draw a card. 20 | Copy that spell. You may choose new targets for the copy.
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.
The dark things that were driven out of Mirkwood have returned in greater numbers, and it is again an evil place, save where the Elvish realm is maintained.
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The Lord of the Rings: Tales of Middle-earth
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Play with the top card of your library revealed. As long as the top card of your library is a creature card, this creature gets +3/+3. As long as the top card of your library is a land card, this creature has "{T}: Add two mana of any one color."