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Showing 32 cards (page 53 of 3929).
Desert Were-Worm{4}{R}{R}This creature gets +2/+0 for each Mountain you control.
Whenever you attack with creatures with total power 12 or greater for the first time each turn, untap all attacking creatures. After this phase, there is an additional combat phase. 0/5 Desolation of Smaug{2}{R}{R}Desolation of Smaug deals 3 damage to each non-Dragon creature.
Add four mana in any combination of colors. Spend this mana only to cast Dragon spells. Glóin the Mighty // Easy Pickings{3}{R}At the beginning of your first main phase, add {R}{R}. 4/3 Glóin the Mighty // Easy Pickings{2}{R}Easy Pickings deals 1 damage to each creature your opponents control. (Then exile this card. You may cast the creature later from exile.) Last Light of Durin's Day{1}{R}Whenever a Mountain you control enters, put a quest counter on this enchantment. If it has six or more quest counters on it, sacrifice it. If you do, search your hand and/or library for a Dragon card and put it onto the battlefield. If you search your library this way, shuffle.
Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) Smaug the Magnificent{2}{R}{R}Flying, haste
Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target.
At the beginning of your upkeep, create a Treasure token. 4/3 Beorn the Fierce{3}{G}{G}Trample
Other Bears you control get +2/+2.
At the beginning of combat on your turn, put a trample counter on up to one target creature you control. It becomes a Bear in addition to its other types. Then if you control three or more Bears, draw two cards. 6/6 Dancing from Dark to Dawn{3}{G}{G}Whenever you cast a creature spell, put X +1/+1 counters on target creature you control, where X is that spell's mana value.
Landfall — Whenever a land you control enters, create a 2/2 green Bear creature token. The Notary Hobbits{3}{G}{G}When The Notary Hobbits enter, if they're not a token, create two tokens that are copies of them, except the tokens aren't legendary.
{T}: Add {C} for each Halfling you control. 1/1 Thranduil, Sindarin Liege // Silvan Rally{1}{G/U}{G/U}Mill four cards, then put up to two land cards from among them into your hand. (Then exile this card. You may cast the creature later from exile.) Thranduil, Sindarin Liege // Silvan Rally{2}{G/U}{G/U}Other Elves you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token. 2/3 The Arkenstone // Seek the Heart{5}Creatures you control get +1/+1.
At the beginning of your end step, draw a card. The Arkenstone // Seek the Heart{2}{W}Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.) My Precious // Allure of Power{3}Equipped creature has hexproof and can't be blocked.
Equip—{2}, Pay 2 life. My Precious // Allure of Power{1}{B}As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. Orcrist, Goblin-cleaver{3}Equipped creature gets +2/+2 and has trample.
Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type.
Equip {3} Sting, Bilbo's Sword{2}Flash
When Sting enters, put a hone counter on Sting for each creature target opponent controls. Attach Sting to up to one target creature you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.)
Equip {3} Elven Passage{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. You may behold an Elf. If you do, untap that land. (To behold an Elf, choose an Elf you control or reveal an Elf card from your hand.) Gleaming Splendor{1}{W}Whenever an opponent draws their second card each turn, you create a Treasure token.
{2}{W}: Two target players each draw a card. The Lord of the Eagles{7}{U}{U}Flash
This spell costs {X} less to cast, where X is the total power of creatures you control with flying.
Flying 8/8 Gollum, Riddle Master{1}{B}As Gollum enters, choose odd or even. (Zero is even.)
Whenever an opponent casts a spell with mana value of the chosen quality, choose one that hasn't been chosen —
• Put a +1/+1 counter on Gollum.
• Each opponent loses 2 life and you gain 2 life.
• Draw a card. 3/1 Gandalf, Goblins' Bane // Flameshape{1}{R}Look at the top two cards of your library and exile them face down. For as long as they remain exiled, you may play them if you control a Wizard. Gandalf, Goblins' Bane // Flameshape{2}{R}Whenever you cast a noncreature spell, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent. 2/3 Thorin, Mountain-king{3}{R}Trample
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature. 3/4 Bard, King of Dale{4}{W}{U}Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead. 3/5 Smaug, Wicked Worm{3}{B}{R}Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life. 5/5 Thranduil, the Elvenking{2}{B}{G}{U}Thranduil has all activated abilities of all Elf cards in your graveyard.
Whenever another legendary Elf you control enters, draw two cards, then discard a card. 5/6 The Arkenstone // Seek the Heart{2}{W}Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.) The Arkenstone // Seek the Heart{5}Creatures you control get +1/+1.
At the beginning of your end step, draw a card. The Lonely Mountain({T}: Add {R}.)
This land enters tapped unless you control an Equipment.
{4}{R}, {T}: Create a 2/2 red Dwarf creature token. This ability costs {1} less to activate for each Equipment you control. Activate only as a sorcery. Bilbo's Gambit{1}{W}Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn. Fíli the Pathfinder{3}{W}Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, creatures you control get +1/+1.
Whenever Fíli or another nontoken Dwarf you control enters, create a 2/2 red Dwarf creature token. 2/2
Whenever you attack with creatures with total power 12 or greater for the first time each turn, untap all attacking creatures. After this phase, there is an additional combat phase. 0/5 Desolation of Smaug{2}{R}{R}Desolation of Smaug deals 3 damage to each non-Dragon creature.
Add four mana in any combination of colors. Spend this mana only to cast Dragon spells. Glóin the Mighty // Easy Pickings{3}{R}At the beginning of your first main phase, add {R}{R}. 4/3 Glóin the Mighty // Easy Pickings{2}{R}Easy Pickings deals 1 damage to each creature your opponents control. (Then exile this card. You may cast the creature later from exile.) Last Light of Durin's Day{1}{R}Whenever a Mountain you control enters, put a quest counter on this enchantment. If it has six or more quest counters on it, sacrifice it. If you do, search your hand and/or library for a Dragon card and put it onto the battlefield. If you search your library this way, shuffle.
Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.) Smaug the Magnificent{2}{R}{R}Flying, haste
Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target.
At the beginning of your upkeep, create a Treasure token. 4/3 Beorn the Fierce{3}{G}{G}Trample
Other Bears you control get +2/+2.
At the beginning of combat on your turn, put a trample counter on up to one target creature you control. It becomes a Bear in addition to its other types. Then if you control three or more Bears, draw two cards. 6/6 Dancing from Dark to Dawn{3}{G}{G}Whenever you cast a creature spell, put X +1/+1 counters on target creature you control, where X is that spell's mana value.
Landfall — Whenever a land you control enters, create a 2/2 green Bear creature token. The Notary Hobbits{3}{G}{G}When The Notary Hobbits enter, if they're not a token, create two tokens that are copies of them, except the tokens aren't legendary.
{T}: Add {C} for each Halfling you control. 1/1 Thranduil, Sindarin Liege // Silvan Rally{1}{G/U}{G/U}Mill four cards, then put up to two land cards from among them into your hand. (Then exile this card. You may cast the creature later from exile.) Thranduil, Sindarin Liege // Silvan Rally{2}{G/U}{G/U}Other Elves you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token. 2/3 The Arkenstone // Seek the Heart{5}Creatures you control get +1/+1.
At the beginning of your end step, draw a card. The Arkenstone // Seek the Heart{2}{W}Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.) My Precious // Allure of Power{3}Equipped creature has hexproof and can't be blocked.
Equip—{2}, Pay 2 life. My Precious // Allure of Power{1}{B}As an additional cost to cast this spell, sacrifice a creature.
Draw two cards. Orcrist, Goblin-cleaver{3}Equipped creature gets +2/+2 and has trample.
Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type.
Equip {3} Sting, Bilbo's Sword{2}Flash
When Sting enters, put a hone counter on Sting for each creature target opponent controls. Attach Sting to up to one target creature you control. (Each hone counter on an Equipment grants +1/+0 to equipped creature.)
Equip {3} Elven Passage{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. You may behold an Elf. If you do, untap that land. (To behold an Elf, choose an Elf you control or reveal an Elf card from your hand.) Gleaming Splendor{1}{W}Whenever an opponent draws their second card each turn, you create a Treasure token.
{2}{W}: Two target players each draw a card. The Lord of the Eagles{7}{U}{U}Flash
This spell costs {X} less to cast, where X is the total power of creatures you control with flying.
Flying 8/8 Gollum, Riddle Master{1}{B}As Gollum enters, choose odd or even. (Zero is even.)
Whenever an opponent casts a spell with mana value of the chosen quality, choose one that hasn't been chosen —
• Put a +1/+1 counter on Gollum.
• Each opponent loses 2 life and you gain 2 life.
• Draw a card. 3/1 Gandalf, Goblins' Bane // Flameshape{1}{R}Look at the top two cards of your library and exile them face down. For as long as they remain exiled, you may play them if you control a Wizard. Gandalf, Goblins' Bane // Flameshape{2}{R}Whenever you cast a noncreature spell, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent. 2/3 Thorin, Mountain-king{3}{R}Trample
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature. 3/4 Bard, King of Dale{4}{W}{U}Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead. 3/5 Smaug, Wicked Worm{3}{B}{R}Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life. 5/5 Thranduil, the Elvenking{2}{B}{G}{U}Thranduil has all activated abilities of all Elf cards in your graveyard.
Whenever another legendary Elf you control enters, draw two cards, then discard a card. 5/6 The Arkenstone // Seek the Heart{2}{W}Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the artifact later from exile.) The Arkenstone // Seek the Heart{5}Creatures you control get +1/+1.
At the beginning of your end step, draw a card. The Lonely Mountain({T}: Add {R}.)
This land enters tapped unless you control an Equipment.
{4}{R}, {T}: Create a 2/2 red Dwarf creature token. This ability costs {1} less to activate for each Equipment you control. Activate only as a sorcery. Bilbo's Gambit{1}{W}Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn. Fíli the Pathfinder{3}{W}Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, creatures you control get +1/+1.
Whenever Fíli or another nontoken Dwarf you control enters, create a 2/2 red Dwarf creature token. 2/2