+Elk (18)
As long as you had another creature enter the battlefield under your control this turn, Bellowing Elk has trample and indestructible.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
, Sacrifice Dawntreader Elk: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Flash
Flying
When Draining Whelk enters, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's mana value.
, : Exile the top card of your library. Until the beginning of your next upkeep, you may play that card.
At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard.
Trample
When Ethereal Elk 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.
Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
Whenever Mirkwood Elk enters or attacks, return target Elf card from your graveyard to your hand. You gain life equal to that card's power.
When Mournwhelk enters, target player discards two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When Selkie Hedge-Mage enters, if you control two or more Forests, you may gain 3 life.
When Selkie Hedge-Mage enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
: Target creature loses all "bands with other" abilities until end of turn.
Formidable — Whenever Stampeding Elk Herd attacks, if creatures you control have total power 8 or greater, creatures you control gain trample until end of turn.
Bestow (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.
When Welkin Guide enters, target creature gets +2/+2 and gains flying until end of turn.
When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
Flying (This creature can't be blocked except by creatures with flying or reach.)
Welkin Tern can block only creatures with flying.
When Wistful Selkie enters, draw a card.
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