When Hamlet Swordmaster enters, create a Weapon token. (It's an Equipment artifact with “Equipped creature gets +1/+1” and equip {2}.) Whenever Hamlet Swordmaster attacks while you control three or more artifacts, exile the top card of your library. You may play it this turn. Artifact spells you cast cost {1} less to cast.
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead. At the beginning of your end step, untap up to two lands.
This spell costs {X} less to cast, where X is the number of Dwarves and Elves you control. Trample, haste Whenever Harl and Finn attacks, other creatures you control get +1/+1 and gain trample until end of turn.
Double strike When this creature enters, mill four cards. Put a creature card with power 2 or less from among the cards milled this way into your hand.
The ancient thane-horns called what was left of the dwarven kingdoms to war.
Search your library for up to two Forest cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. Flashback—Tap three untapped green creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Reach, trample Ward {2}(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Whenever one or more tokens you control enter, put a +1/+1 counter on Harvesttide Nemesis. This ability triggers only once each turn.
This spell costs {3} less to cast if a creature died this turn. Hatefire deals 6 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
Flying Whenever Havengul Banshee attacks, each creature defending player controls gets -1/-0 until end of turn. {3}{U}: Return Havengul Banshee from your graveyard to the battlefield transformed under your control attached to target opponent. Activate only as a sorcery.
Menace If another Dwarf or Elf you control would deal damage to an opponent or permanent an opponent controls, it deals that much damage plus 1 instead. {2}{R}: Create a 1/1 red Dwarf creature token.
Flying Whenever Hecatomb Haunter enters or attacks, up to one other target nonland permanent phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
When this creature enters, it seeks secrets or valor. (Give it that Oath Aura. Fulfill secrets by attacking with it and two or more other creatures to draw a card. Fulfill valor by dealing combat damage to a player to create a 2/1 white Soldier token.) Arise {3}{B}{B}({3}{B}{B}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
Hellfire Crater enters tapped. When it enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {B} or {R}.
At day, a mundane crack in the earth. At night, a portal for the damned.
Menace, trample Hellfreaks gets +1/+0 for each Curse you control. Hellfreaks gets +1/+0 for each instant and sorcery card you own in exile and in your graveyard.
When Helvault, Shard of the Moon enters, for each player, exile up to one other target nonland permanent that player controls until Helvault, Shard of the Moon leaves the battlefield. When you exile a permanent you control this way, draw three cards. {T}: Add {C}{C}{C}{C}{C}. Cycling {2}({2}, Discard this card: Draw a card.)
Siphon (Each -1/-1 counter you put on your creatures up to their remaining toughness while casting this pays for {1}.) Choose up to X, where X is the amount of mana spent to cast this spell — • Target creature gets -3/-3 until end of turn. • Surveil 2. • Create a 1/1 black Bat creature token with flying and “This creature can't block.”
Flash Flying, vigilance When Henrick enters, exile target spell. For as long as that card remains exiled, its owner may play it without paying its mana cost. Spells players cast from anywhere but their hands cost {X} more to cast, where X is the number of creatures with flying you control.
When this creature enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast. Arise {2}{W}{W}({2}{W}{W}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
Reach As long as you control an artifact or an enchantment, Heron's Grace Patrol gets +1/+1 and has vigilance. {2}{G}{W}, {T}: Mill three cards. You may return a permanent card milled this way to your hand.
Whenever this creature enters or attacks, create a 2/1 white Soldier creature token. Exile up to one target nonland permanent with mana value 3 or less an opponent controls until that token leaves the battlefield. Other permanents you control have ward {1}.