Creature — Elf Scout (2/2)
When District Guide enters the battlefield, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
Creature — Elf (0/0)
Hexproof
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Creature — Bear Mount (4/2)
Whenever Drover Grizzly attacks while saddled, creatures you control gain trample until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature — Human Druid (2/3)
When Druid of Purification enters the battlefield, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
Creature — Bear (2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Druid's Familiar is paired with another creature, each of those creatures gets +2/+2.
Creature — Human Ranger (4/4)
Landfall — Whenever a land enters the battlefield under your control, if you don't control a Ring-bearer, the Ring tempts you.
Creature — Treefolk (0/0)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
Host Creature — Beaver (3/2)
When this creature enters the battlefield, you may untap target permanent.
Creature — Human Peasant (2/3)
When Eccentric Farmer enters the battlefield, mill three cards, then you may return a land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
Enchantment Creature — Spirit (2/2)
Constellation — Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.
Legendary Creature — Halfling Scout (2/4)
When Elanor Gardner enters the battlefield, create a Food token.
At the beginning of your end step, if you sacrificed a Food this turn, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Elf Warrior (3/2)
When Elderleaf Mentor enters the battlefield, create a 1/1 green Elf Warrior creature token.
Creature — Elf Druid (4/4)
Alliance — Whenever another creature enters the battlefield under your control, target creature other than Elegant Entourage gets +1/+1 and gains trample until end of turn.
Creature — Human Elf Ranger (4/1)
Reach
When Elturgard Ranger enters the battlefield, create a 2/2 green Wolf creature token.
Creature — Dog (2/2)
Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library.
Creature — Elf Druid (2/2)
: Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
Creature — Elf Druid (1/2)
When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
: Add one mana of any color.
Creature — Elf Druid (1/1)
When Elvish Rejuvenator enters the battlefield, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Creature — Elemental (4/4)
Vigilance
Land creatures you control have vigilance.
Landfall — Whenever a land enters the battlefield under your control, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
Creature — Elemental Incarnation (3/4)
Flash
Reach
When Endurance enters the battlefield, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
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