ChampionChampion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”
The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. (CR 702.72) an Elf (When this creature enters,
sacrificeTo sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action. (CR 701.21) it unless you
exileTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” (CR 701.13) another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.)
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CreateTo create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.
Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens. (CR 701.7) a 2/2 green Wolf creature token.
Wolves you control have
deathtouchDeathtouch is a static ability.
A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.
The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
If an object is no longer in the zone it’s expected to be in as an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
Multiple instances of deathtouch on the same object are redundant. (CR 702.2).