Whenever you cast another creature spell, create a 1/1 green and white Elk Spirit creature token. As long as you control five or more Elk, creatures you control get +3/+3 and have trample.
Noble is the forest's sovereign, and mighty are his people.
This spell costs {2} less to cast if you control a Scout. Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand, then shuffle.
Enspirit (As you cast this spell, you may exile a nonenchantment creature you control until this leaves the battlefield or fails to resolve. Reduce this spell's cost by the exiled card's mana value.) Deathtouch
Enchant land you control Whenever enchanted land is tapped for mana, it produces an additional mana of that type. {1}{G}, Sacrifice Under Untamed Skies: Destroy target creature with flying.
Target creature you control explores. Then it fights up to one target creature you don't control. If that creature has flying, the creature you control deals damage equal to its power to it instead. (Reveal the top card of your library. Put it into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then you may put that card in your graveyard.)
Enchant land When Unexplored Regions enters, draw a card. Enchanted land is an artifact in addition to its other types and has “{T}: Add one mana of any color.”
Even before the Kelian League, all of Akieva's disparate cities barely saw any of its beauties.
When United in Battle enters, look at the top six cards of your library. You may reveal a Dwarf or Elf card from among them and put it into your hand. Put the rest on the bottom in a random order. Whenever a Dwarf or Elf you control enters, put a +1/+1 counter on it.
As Unlikely Growth enters, choose grow or maintain. Whenever a land you control enters, • Grow — Put a +1/+1 counter on target creature you control. • Maintain — Target creature you control gains trample and indestructible until end of turn.
Choose one — • Creatures you control become colorless Forest lands until end of turn. (They have “{T}: Add {G}” and lose all other types and abilities.) • Lands you control become 2/2 green creatures in addition to their other types and gain haste until end of turn.
Whenever Unstable Vein enters or leaves the battlefield, choose one — • Put a +1/+1 counter on each of up to two target creatures. • Unstable Vein deals 2 damage to target creature with flying.
Slyten disintegrates, into the air you breath and also in the water.
Experience (Whenever this creature attacks, if it has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.) Unstoppable Weed gets +1/+1 for each +1/+1 counter on other creatures you control.
Trample Whenever Unstoppable Zealot deals damage to a player or noncreature permanent, you may put a land card from your hand or graveyard onto the battlefield.
Choose one, then choose another for each card named Unsuspecting in your graveyard. • You may return a permanent you control to its owner's hand. • You may put an artifact, creature, or land card with mana value 2 or less from your hand onto the battlefield. • Untap up to three target permanents. • You gain 4 life.
Whenever you cast a nongreen spell, creatures you control get +1/+1 until end of turn. Wanderlust — When Untethered Disciple enters, if you control four or more differently named lands, create two 1/1 Scout creature tokens that are all colors.