Magic The Gathering Cards of types 'Elk' and 'Creature'

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Click for list of card names (39)
Highland Game
Fey Steed
Sacred White Deer
Springmane Cervin
Watchful Radstag
Mirkwood Elk
Rimefur Reindeer
Great Hart
Golden Hind
Ethereal Elk
Auspicious Starrix
Wetland Sambar
Glimmerpoint Stag
Star-Crowned Stag
Axebane Stag
Somberwald Stag
Gang of Elk
Dawnglade Regent
Bellowing Elk
Great Sable Stag
Routeway Moose
Dawntreader Elk
Stampeding Elk Herd
Splendor Mare
Heliod's Emissary
Enduring Vitality
Trickster's Elk
The Highland Runner
Saddled Rimestag
Elk
Burnished Hart
Galewind Moose
Snowmelt Stag
Vernal Sovereign
Tempest Hart
Beza, the Bounding Spring
Myntasha, Honored One
The Pride of Hull Clade
Jegantha, the Wellspring


Highland Game

{1}{G}

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Creature - Elk
When this creature dies, you gain 2 life.
2/1

Fey Steed

{2}{W}{W}

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Creature - Elk
Whenever this creature attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
4/4

Sacred White Deer

{1}{G}

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Creature - Elk
{3}{G}, {T}: You gain 4 life. Activate only if you control a Yanggu planeswalker.
2/2

Springmane Cervin

{2}{G}

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Creature - Elk
When this creature enters, you gain 2 life.
3/2

Watchful Radstag

{2}{G}

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Creature - Elk Mutant
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever this creature evolves, create a token that's a copy of it.
2/2

Mirkwood Elk

{5}{G}

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Creature - Elk
Trample Whenever this creature enters or attacks, return target Elf card from your graveyard to your hand. You gain life equal to that card's power.
6/6

Rimefur Reindeer

{3}{W}

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Creature - Elk
Whenever an enchantment you control enters, tap target creature an opponent controls.
3/4

Great Hart

{3}{W}

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Creature - Elk
2/4

Golden Hind

{1}{G}

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Creature - Elk
{T}: Add {G}.
2/1

Ethereal Elk

{3}{G}{G}

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Creature - Elk Spirit
Trample When this creature enters, you may search your library and/or graveyard for a card named Vivien, Nature's Avenger, reveal it, and put it into your hand. If you search your library this way, shuffle.
3/3

Auspicious Starrix

{4}{G}

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Creature - Elk Beast
Mutate {5}{G} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
6/6

Wetland Sambar

{1}{U}

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Creature - Elk
2/1

Glimmerpoint Stag

{2}{W}{W}

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Creature - Elk
Vigilance When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
3/3

Star-Crowned Stag

{3}{W}

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Creature - Elk
Whenever this creature attacks, tap target creature defending player controls.
3/3

Axebane Stag

{6}{G}

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Creature - Elk
6/7

Somberwald Stag

{3}{G}{G}

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Creature - Elk
When this creature enters, you may have it fight target creature you don't control.
4/3

Gang of Elk

{5}{G}

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Creature - Elk Beast
Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
5/4

Dawnglade Regent

{5}{G}{G}

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Creature - Elk
When this creature enters, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
8/8

Bellowing Elk

{3}{G}

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Creature - Elk
As long as you had another creature enter the battlefield under your control this turn, this creature has trample and indestructible.
4/2

Great Sable Stag

{1}{G}{G}

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Creature - Elk
This spell can't be countered. Protection from blue and from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue or black.)
3/3

Routeway Moose

{1}{G}

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Creature - Elk Mount
Whenever this creature attacks while saddled, seek a land card and put it onto the battlefield tapped. Saddle 2
3/3

Dawntreader Elk

{1}{G}

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Creature - Elk
{G}, Sacrifice this creature: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
2/2

Stampeding Elk Herd

{3}{G}{G}

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Creature - Elk
Formidable - Whenever this creature attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn.
5/5

Splendor Mare

{2}{W}

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Creature - Elk Unicorn
Lifelink Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.) When you cycle this card, put a lifelink counter on target creature you control.
3/3

Heliod's Emissary

{3}{W}

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Enchantment Creature - Elk
Bestow {6}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever this creature or enchanted creature attacks, tap target creature an opponent controls. Enchanted creature gets +3/+3.
3/3

Enduring Vitality

{1}{G}{G}

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Enchantment Creature - Elk Glimmer
3/3

Trickster's Elk

{2}{G}

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Enchantment Creature - Elk
Bestow {1}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3.
3/3

The Highland Runner

{4}{W}{W}

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Legendary Creature - Elk Gamer
When The Highland Runner enters and at the beginning of the first upkeep in a game where it's your commander, you may have each player's life total become 20. If you do, each of your commanders stop being commanders this game. Shuffle them into your library. (They no longer go to the command zone.) Ready to run (You can have two commanders if both have ready to run.)
6/6

Saddled Rimestag

{1}{G}

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Snow Creature - Elk
This creature gets +2/+2 as long as you had another creature enter the battlefield under your control this turn.
2/2

Elk

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Token Creature - Elk
3/3

Burnished Hart

{3}

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Artifact Creature - Elk
{3}, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
2/2

Galewind Moose

{4}{G}{G}

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Creature - Elemental Elk
Flash Vigilance, reach, trample
6/6

Snowmelt Stag

{3}{U}

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Creature - Elemental Elk
Vigilance During your turn, this creature has base power and toughness 5/2. {5}{U}{U}: This creature can't be blocked this turn.
2/5

Vernal Sovereign

{4}{G}{W}

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Creature - Elemental Elk
4/4

Tempest Hart

{3}{G}

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Creature - Elemental Elk
Trample Whenever you cast a spell with mana value 5 or greater, put a +1/+1 counter on this creature.
3/4

Beza, the Bounding Spring

{2}{W}{W}

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Legendary Creature - Elemental Elk
When Beza enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
4/5

Myntasha, Honored One

{2}{G}{G}

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Legendary Snow Creature - Elk
As an additional cost to cast this spell, you may open a sealed Magic booster pack and put the cards on the bottom of your booster pile in a random order. Spells you cast have booster cascade. (It's like cascade, but use your booster pile rather than your library.)
3/3

The Pride of Hull Clade

{10}{G}

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Legendary Creature - Crocodile Elk Turtle
2/15

Jegantha, the Wellspring

{4}{R/G}

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Legendary Creature - Elemental Elk
Companion - No card in your starting deck has more than one of the same mana symbol in its mana cost. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) {T}: Add {W}{U}{B}{R}{G}. This mana can't be spent to pay generic mana costs.
5/5