Draconic Dissent Forgotten Realms Commander 100 Cards
Exit from Exile Forgotten Realms Commander 100 Cards
Mind Flayarrrs Forgotten Realms Commander 100 Cards
Party Time Forgotten Realms Commander 100 Cards
If Faceless One is your commander, choose a color before the game begins. Faceless One is the chosen color.
Choose a Background (You can have a Background as a second commander.)
When Abdel Adrian enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way.
Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
This spell costs less to cast for each opponent you're attacking.
Exile target creature.
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
When this enchantment enters, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until this enchantment leaves the battlefield.
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Lure the Unwary — At the beginning of combat on your turn, choose an opponent.
Creatures attacking the last chosen player get +1/+0.
Exile target creature, then roll a d20.
1—9 | Its controller creates a 4/4 green Ox creature token.
10—19 | Its controller creates a 2/2 green Boar creature token.
20 | Its controller creates a 0/1 white Goat creature token.
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
When this creature enters, choose one —
: Look at the top X cards of your library, where X is the number of tokens you created this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.
Psychic Defense — When this creature enters, tap all creatures you don't control.
Vigilance
When this creature enters, you take the initiative.
Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
Destroy target creature with power 4 or greater.
Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Protection Fighting Style — When this creature enters, exile up to one target non-Warrior creature you control, then return it to the battlefield under its owner's control.
Commander creatures you own have "Creature tokens you control get +2/+2."
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them.
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with " , Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Each creature you control assigns combat damage equal to its toughness rather than its power.
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Roll a d20.
1—9 | Create two 1/1 white Soldier creature tokens.
10—19 | Create two 2/2 white Knight creature tokens.
20 | Create three 2/2 white Knight creature tokens.
Natural Shelter — When this creature enters, you may return another permanent you control to its owner's hand.
When this creature enters, draw a card.
Keen Sight — When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
Enchanted creature gets +0/+10.
When this enchantment enters, you take the initiative.
Whenever you attack, if you or a player you're attacking has the initiative, you create two 1/1 white Soldier creature tokens that are tapped and attacking.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, for each opponent, create a 1/1 white Soldier creature token that's tapped and attacking that opponent."
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Choose one —
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step.
Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
Exile target creature you control, then return that card to the battlefield under its owner's control.
Draw a card.
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
This spell costs less to cast if you control a Dragon.
Draw three cards.
, : Draw a card, then discard a card.
Counter target spell. Its controller draws a card.
Commander creatures you own have "Room abilities of dungeons you own trigger an additional time."
For each opponent, you create a token that's a copy of up to one target creature that player controls.
At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Exile target spell, then roll a d20 and add that spell's mana value.
1—14 | You may cast the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
15+ | You may cast the exiled card without paying its mana cost for as long as it remains exiled.
Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
This creature can't be blocked.
This creature gets +2/+0 as long as you control a commander that's a creature or planeswalker.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
Confounding Clouds — When this creature enters, for each opponent, tap up to one target creature that player controls. Each of those creatures doesn't untap during its controller's next untap step.
Homunculus Servant — When this creature enters, put three +1/+1 counters on up to one target noncreature artifact. That artifact becomes a 0/0 Homunculus artifact creature with flying.
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
: Add . When you spend this mana to cast a Dragon creature spell, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
When equipped creature deals combat damage to a player, sacrifice this Equipment. If you do, draw three cards.
Bigby's Hand — : Untap two other target permanents. Activate only as a sorcery and only once each turn.
When this creature enters, tap target creature an opponent controls. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
: Target creature gains flying until end of turn.
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.
You may cast Dragon spells and artifact spells as though they had flash.
Whenever equipped creature deals combat damage to a player, you draw that many cards.
Equip
Equip Shaman, Warlock, or Wizard
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure.
Commander creatures you own have " : This creature becomes a copy of another target creature."
When this Aura enters, tap enchanted creature and remove it from combat.
As long as enchanted creature isn't legendary, it doesn't untap during its controller's untap step.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Sleight of Hand — : Draw two cards.
: Add an amount of equal to Vhal's toughness. This mana can't be spent to cast spells from your hand.
When Volo enters, create Volo's Journal, a legendary colorless artifact token with hexproof and "Whenever you cast a creature spell, note one of its creature types that hasn't been noted for Volo's Journal."
, : Draw a card for each creature type noted for target permanent you control named Volo's Journal.
Choose a Background
Gust of Wind — When this creature enters, return up to one other target creature to its owner's hand.
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
Commander creatures you own have "Whenever an artifact or creature you control is put into a graveyard from the battlefield, each opponent loses 1 life."
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1 counter on this creature. It gains deathtouch and indestructible until end of turn."
You draw three cards and you lose 3 life.
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
Creatures target player controls get -2/-2 until end of turn.
Exile target creature. Put X +1/+1 counters on a commander creature you control, where X is the power of the creature exiled this way.
Target player mills two cards, draws two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
Destroy target nonlegendary creature.
Animate Chains — When this creature enters, each player sacrifices a nontoken creature of their choice.
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Commander creatures you own have menace and "This creature gets +X/+0, where X is the number of creature cards in your graveyard." (A creature with menace can't be blocked except by two or more creatures.)
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Menace
Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Target player draws X cards and loses X life, where X is the number of cards in their graveyard.
Deathtouch
When this creature dies, if it wasn't blocking, draw a card.
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield.
Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Lifelink
Mold Harvest — , Sacrifice another creature or an artifact: Put a +1/+1 counter on this creature.
Destroy target creature.
1—9 | Choose an opponent. That player sacrifices a creature of their choice.
10—19 | Each opponent sacrifices a creature of their choice.
20 | Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Psychic Blades — : Creatures you control get +2/+0 and gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Whenever one or more permanents you control leave the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Weird Insight — When this creature dies, roll a d20.
1—9 | You draw a card and you lose 1 life.
10—19 | You draw two cards and you lose 2 life.
20 | You draw seven cards and you lose 7 life.
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
At the beginning of your end step, if you have the initiative, put a +1/+1 counter on this creature.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon.
At the beginning of each player's end step, if no permanents left the battlefield this turn, that player loses X life, where X is Sarevok's power.
Commander creatures you own have "The first time you would draw a card each turn, instead look at the top two cards of your library. Put one of them into your graveyard and the other back on top of your library. Then draw a card."
, , Sacrifice another creature: Draw X cards, where X is that creature's power.
At the beginning of combat on your turn, mill a card. When you do, if there are four or more creature cards in your graveyard, put a +1/+1 counter on target creature you control and it gains deathtouch until end of turn. (To mill a card, put the top card of your library into your graveyard.)
, Sacrifice another creature or an artifact: For each opponent, you mill a card, then return that card from your graveyard to your hand unless that player pays 3 life. (To mill a card, put the top card of your library into your graveyard.)
When this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
, Sacrifice another creature or a Treasure: Draw a card.
This creature can't block.
Blood Drain — , Pay 1 life, Sacrifice this creature: Draw a card.
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
When this Equipment enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Equipped creature can't be blocked as long as its power is 3 or less.
Menace (This creature can't be blocked except by two or more creatures.)
Spiked Retribution — Whenever this creature becomes blocked by a creature, that creature's controller loses 5 life.
At the beginning of your upkeep, if there are four or more creature cards in your graveyard, return a creature card at random from your graveyard to your hand.
Toxic Spores — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, each opponent loses 3 life.
Whenever this creature attacks, you may pay 1 life. If you do, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Haste
Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked.
Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
Scorching Ray — : This creature deals 4 damage to each opponent.
Crown of Madness — , Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Breath Weapon deals 2 damage to each non-Dragon creature.
: Add . If that mana is spent on a Dragon creature spell, it gains haste until end of turn.
Trample
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
Up to three target creatures can't block this turn. Goad them. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.
Commander creatures you own have "At the beginning of your end step, if a source you controlled dealt 5 or more damage this turn, create a 4/4 red Dragon creature token with flying."
Earth Tremor deals damage to target creature or planeswalker equal to the number of lands you control.
Trample, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
Enthralling Performance — When this creature enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
This spell costs more to cast for each target beyond the first.
Fireball deals X damage divided evenly, rounded down, among any number of targets.
Whenever Ganax or another Dragon you control enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
: Creatures you control named Genasi Enforcers get +1/+0 until end of turn.
This spell costs less to cast for each opponent who was dealt damage this turn.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
Whenever you attack, you may sacrifice another creature or an artifact. If you do, create a 4/1 black Skeleton creature token with menace that's tapped and attacking. (It can't be blocked except by two or more creatures.)
Whenever this creature attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
Vicious Mockery — When this creature enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
When this Equipment enters, attach it to target creature you control.
During your turn, equipped creature gets +2/+0 and has first strike.
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Lightning Bolt deals 3 damage to any target.
Whenever you cast a noncreature spell, target creature gets +X/+0 until end of turn, where X is that spell's mana value.
: Return this card from your graveyard to the battlefield tapped and attacking. Activate only during the declare attackers step and only if you're attacking two or more opponents.
Attacking creatures get +X/+0 until end of turn, where X is the number of players being attacked.
When this creature enters or dies, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Sacrifice this creature: Add .
Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Defender
Mantle of Inspiration — : Target creature gains menace and haste until end of turn.
When you next cast an instant or sorcery spell this turn, copy that spell X times. You may choose new targets for the copies.
Commander creatures you own have " , Sacrifice another creature or an artifact: This creature deals 1 damage to any target."
Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
Whenever this creature attacks, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
1—9 | Thunderwave deals 3 damage to each creature.
10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way.
20 | Thunderwave deals 6 damage to each creature your opponents control.
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
, , Sacrifice an artifact or creature: Exile the top card of your library. Until the end of your next turn, you may play that card.
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Commander creatures you own have "The first Dragon spell you cast each turn costs less to cast."
This creature enters with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Up to two target creatures you control each deal damage equal to their power to another target creature.
Target creature you control fights target creature the opponent to your left controls. Then that player may copy this spell and may choose new targets for the copy.
Whenever another nontoken creature enters, you may pay . If you do, that creature's controller creates a token that's a copy of that creature.
Whenever this creature attacks, you may pay . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
When this creature dies, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
When this creature enters, search your library for up to two basic land cards and reveal them, then roll a d20.
9 or less | Put those cards into your hand, then shuffle.
10—19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle.
20+ | Put those cards onto the battlefield tapped, then shuffle.
You may mill three cards. Then return up to one creature card and up to one land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
This spell costs less to cast, where X is the total mana value of Dragons you control.
Flying, trample
, Sacrifice a land: Return this card from your graveyard to your hand.
Whenever Erinis attacks, return target land card from your graveyard to the battlefield.
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
You take the initiative.
Other creatures you control have trample and ward .
: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
: Add . When you spend this mana to cast a Dragon creature spell, it enters with an additional +1/+1 counter on it and gains hexproof until your next turn. (It can't be the target of spells or abilities your opponents control.)
Tokens you control have " : Add ."
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle.
Prevent all combat damage that would be dealt this turn.
This creature can't attack unless defending player controls a creature with flying.
Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Infesting Spores — When this creature enters, destroy up to one target artifact or enchantment.
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
Mama's Coming — Whenever this creature attacks a player who controls eight or more lands, look at the top eight cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking that player. Put the rest on the bottom of your library in a random order.
At the beginning of your end step, if creatures you control have total power 8 or greater, draw a card.
Target creature gains deathtouch until end of turn.
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less.
: Add . When you spend this mana to cast a Dragon creature spell, you gain 2 life.
Reach
Sharpshooter Elf's power is equal to the number of creatures you control.
When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
Conjure Elemental — : Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It's still a land.
Whenever Skanos Dragonheart attacks, it gets +X/+X until end of turn, where X is the greatest power among other Dragons you control and Dragon cards in your graveyard.
When this creature enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
Exile up to five target permanent cards from your graveyard and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. (Piles can be empty.)
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Whenever this creature enters or dies, create a 1/1 green Saproling creature token.
: Add one mana of any color.
: Add . If you've completed a dungeon, add six instead.
This spell can't be countered.
Vigilance, reach, trample
: Draw a card, then exile a card from your hand and put a number of time counters on it equal to its mana value. It gains "When the last time counter is removed from this card, if it's exiled, you may cast it without paying its mana cost. If you cast a creature spell this way, it gains haste until end of turn." Then remove a time counter from each other card you own in exile.
Deathtouch, lifelink
At the beginning of your end step, choose one —
, Sacrifice up to three permanents: If there were three or more card types among the sacrificed permanents, each opponent loses 3 life, you gain 3 life, and you draw three cards.
As long as your life total is less than or equal to half your starting life total, Bane has indestructible.
Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
As long as your life total is less than or equal to half your starting life total, Bhaal has indestructible.
Whenever another nontoken creature you control dies, put a +1/+1 counter on target creature and goad it.
Whenever Cadira deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
Whenever a player draws their second card during their turn, you draw a card.
Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
At the beginning of combat on your turn, another target creature you control gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
You may activate abilities of other creatures you control as though those creatures had haste.
: When you next activate an ability that isn't a mana ability this turn by spending four or more mana to activate it, copy that ability. You may choose new targets for the copy.
Whenever you scry, the next instant or sorcery spell you cast this turn costs less to cast, where X is the number of cards looked at while scrying this way.
+2: Draw a card, then scry 2.
−3: Exile the top card of your library. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value.
Elminster can be your commander.
At the beginning of your end step, choose a player. They put two +1/+1 counters on a creature they control. Choose a second player to draw a card. Then choose a third player to create two Treasure tokens.
Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
, Sacrifice an artifact creature: Create two Treasure tokens.
, Sacrifice a noncreature artifact: Create two 1/1 colorless Construct artifact creature tokens.
At the beginning of your end step, target opponent gains control of up to one target creature you control. Put two +1/+1 counters on it and tap it. It's goaded for the rest of the game and it gains "This creature can't be sacrificed." (It attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you own but don't control attacks, you draw a card.
Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.)
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
You may look at the top card of your library any time.
You may cast Dragon spells from the top of your library.
Whenever you cast an Adventure or Dragon spell, Lozhan deals damage equal to that spell's mana value to any target that isn't a commander.
At the beginning of your end step, create a Treasure token for each creature that died this turn. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn.
Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Flying, ward
Whenever another nontoken Dragon you control enters, create a token that's a copy of it, except the token isn't legendary.
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
+1: Put three +1/+1 counters on up to one target creature with trample or haste.
−2: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
Minthara has ward , where X is the number of experience counters you have.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter.
Creatures you control get +1/+0 for each experience counter you have.
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
Whenever you cast a spell, you may put it on the bottom of its owner's library. If you do, reveal cards from the top of your library until you reveal a nonland card. You may cast that card without paying its mana cost. Then put all revealed cards not cast this way on the bottom of your library in a random order. This ability triggers only once each turn.
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
When Oji enters, you gain 2 life and scry 2.
Whenever you cast your second spell each turn, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Each creature you control with a mana ability gets +2/+2.
Whenever a creature you control with a mana ability attacks, untap it.
Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
Other Demons, Devils, Imps, and Tieflings you control get +1/+1 and have lifelink.
At the beginning of each end step, if a creature card was put into your graveyard from anywhere this turn, create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
Whenever you cast a spell you don't own, create a 3/3 black Demon creature token.
+1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it.
−3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost.
Tasha, the Witch Queen can be your commander.
Whenever Thrakkus attacks, double the power of each Dragon you control until end of turn.
, : When you next cast an instant or sorcery spell that targets only a single opponent or a single permanent an opponent controls this turn, for each other opponent, choose that player or a permanent they control, copy that spell, and the copy targets the chosen player or permanent.
, : Draw a card.
: Add one mana of any color in your commander's color identity.
Whenever you discard a card, exile that card from your graveyard.
, , Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
, : You gain 2 life.
, , Exile this artifact: Put all commanders you own from the command zone and from your graveyard into your hand. Then shuffle your graveyard into your library.
This artifact enters tapped.
: Add .
Equipped creature has flying and haste.
When this creature leaves the battlefield, you draw two cards and each opponent draws a card.
You have no maximum hand size.
, Sacrifice this artifact: Add one mana of any color.
: This artifact becomes a Shapeshifter artifact creature with base power and toughness 5/5 until end of turn.
, : Put a +1/+1 counter on this creature and a +1/+1 counter on up to one target commander creature you control.
, , Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with " , Sacrifice this token: Add one mana of any color.")
When this artifact enters, put a rope counter on target creature you control.
At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
Affinity for Gates (This spell costs less to cast for each Gate you control.)
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Whenever this creature deals combat damage to a player, you may cast your commander from the command zone without paying its mana cost. (You still pay any additional costs.)
Whenever this creature attacks, roll a d20 for each player being attacked and ignore all but the highest roll.
1—9 | This creature deals damage equal to its power to you.
10—19 | This creature deals damage equal to its power to defending player.
20 | This creature deals damage equal to its power to each opponent.
, : Look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, you may put it on the bottom of your library.
, : Untap another target artifact.
, : Target creature can't be blocked this turn.
Whenever this creature attacks, each player creates a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
When this creature enters, if mana from a Treasure was spent to cast it, create a Treasure token for each mana from a Treasure spent to cast it. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
When this creature enters, destroy target nonland permanent an opponent controls.
Ward—Discard a card.
Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn.
Crew 4
, , Sacrifice this artifact: Draw a card.
Whenever a creature enters, if it was cast, exile it, then return all other permanent cards exiled with this artifact to the battlefield under their owners' control.
When this Vehicle enters, exile target player's graveyard.
Whenever this Vehicle deals combat damage to a player, you may put a creature card exiled with this Vehicle onto the battlefield under your control.
Crew 3
, , Sacrifice this artifact: Search your library for up to two basic land cards and/or Gate cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
When this artifact enters or is put into a graveyard from the battlefield, create a 1/1 colorless Construct artifact creature token.
This artifact enters tapped and with three coin counters on it.
, Remove a coin counter from this artifact: Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
, : Untap target legendary creature you control.
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
When this artifact enters or is put into a graveyard from the battlefield, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
When this artifact enters, draw a card.
, : Add one mana of any color.
Whenever a player casts a spell, they lose 1 life for each spell they've cast this turn.
, , Sacrifice this artifact: Exile any number of target players' graveyards. Draw a card.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
When this Equipment enters, you take the initiative.
Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.
When this creature dies, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or less. You may cast that card without paying its mana cost. Put all revealed cards not cast this way on the bottom of your library in a random order.
, , Sacrifice this artifact: Destroy target permanent.
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
, : Add X mana of any one color, where X is the number of other Gates you control.
, : Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.
This land enters tapped.
As this land enters, choose a color other than black.
: Add or one mana of the chosen color.
This land enters tapped unless you have two or more opponents.
: Add or .
As this land enters, choose a color other than white.
As this land enters, choose a color other than red.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Gates you control enter untapped.
: Add one mana of any color that a Gate you control could produce.
, , Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
As this land enters, choose a color other than green.
: Add one mana of any type that a land you control could produce.
As this land enters, choose a color other than blue.
( : Add .)
Horrors you control have menace.
Whenever a Horror you control deals combat damage to a player, that player mills that many cards.
At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token.
, , Discard a card: Exile the top card of your library. You may play it this turn.
Flying, haste
Whenever one or more Dragons you control attack an opponent, goad target creature that player controls.
Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag and you draw a card.
You may cast Cleric, Rogue, Warrior, and Wizard spells from the top of your library.
At the beginning of combat on your turn, if you have a full party, put a +1/+1 counter on each creature you control and those creatures gain deathtouch until end of turn.
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
Commander creatures you own have " , Sacrifice an artifact: Put a +1/+1 counter on this creature and draw a card."
Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token.
, : Target player mills three cards.
Burakos is also a Cleric, Rogue, Warrior, and Wizard.
Whenever Burakos attacks, defending player loses X life and you create X Treasure tokens, where X is the number of creatures in your party.
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Commander creatures you own have "Whenever you cast a spell from exile, this creature deals damage equal to that spell's mana value to target opponent."
Whenever Durnan attacks, look at the top four cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in any order. For as long as that card remains exiled, you may cast it. That spell has undaunted. (It costs less to cast for each opponent.)
Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
Whenever this creature attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Each player chooses a party from among creatures they control, then sacrifices the rest. (To choose a party, choose up to one each of Cleric, Rogue, Warrior, and Wizard.)
Ward
Probing Telepathy — Whenever a creature entering under an opponent's control causes a triggered ability of that creature to trigger, you may copy that ability. You may choose new targets for the copy.
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Project Image — When this creature enters, create two tokens that are copies of target noncreature permanent, except they're 3/3 Dragon creatures in addition to their other types, and they have flying.
Enchant creature you control
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except the token is 1/1.
When enchanted creature dies, if that creature was a Horror, return this card to its owner's hand.
Aberrant Tinkering — When this creature enters and at the beginning of your upkeep, each Horror you control gains all activated abilities of target artifact an opponent controls until end of turn. You may spend blue mana as though it were mana of any color to activate those abilities.
You may have this creature enter as a copy of a creature an opponent controls, except it has "Other creatures with the same name as this creature are goaded." (They attack each combat if able and attack a player other than you if able.)
Replicate—Tap an untapped Horror you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Exile target instant or sorcery card from a graveyard and copy it. You may cast the copy without paying its mana cost.
Exile Psionic Ritual.
At the beginning of your first main phase, choose one or more —
At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Escape— , Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Each creature card in your graveyard that's a Cleric, Rogue, Warrior, and/or Wizard has unearth . ( : Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Uchuulon's power is equal to the number of Crabs, Oozes, and/or Horrors you control.
Horrific Symbiosis — At the beginning of your end step, exile up to one target creature card from an opponent's graveyard. If you do, create a token that's a copy of this creature.
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn.
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, goad up to X target creatures your opponents control.
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
When this enchantment enters, you take the initiative and create a Treasure token.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Put a double strike counter on target creature, then goad each creature that had a double strike counter put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with this enchantment onto the battlefield, then sacrifice it.
Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Exile Venture Forth with three time counters on it.
Suspend 3—
Equipped creature has lifelink if you control a Cleric, deathtouch if you control a Rogue, haste if you control a Warrior, and flying if you control a Wizard.
As long as you have a full party, prevent all damage that would be dealt to equipped creature.
When this artifact enters, you take the initiative.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Choose two —
If an opponent would search a library, that player searches the top four cards of that library instead.
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Changeling (This card is every creature type.)
Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain indestructible until end of turn.
Sacrifice this creature: Counter target spell with in its mana cost unless its controller pays .
Whenever this creature attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
When this creature enters, you may exile any number of non-Angel creatures you control until this creature leaves the battlefield.
Foretell
When this creature enters, create a 2/2 colorless Shapeshifter creature token with changeling.
First strike (This creature deals combat damage before creatures without first strike.)
: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
When this creature enters, create a 1/1 blue Wizard creature token with " , Sacrifice this token: Counter target noncreature spell unless its controller pays ."
, , Sacrifice this creature: Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Mikaeus enters with X +1/+1 counters on it.
: Put a +1/+1 counter on Mikaeus.
, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
: Target creature you control gains protection from the color of your choice until end of turn.
, : Return target creature card with mana value 3 or less from your graveyard to the battlefield. ( is the untap symbol.)
When this creature enters, you gain 1 life and draw a card.
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Double strike
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a +1/+1 counter on this creature.
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
This spell costs less to cast for each creature type among creatures you control. This effect can't reduce the amount of mana this spell costs by more than .
Return six target nonland permanents to their owners' hands.
Hexproof
Creatures your opponents control attack each combat if able.
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Enchant player
Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
Whenever a permanent deals damage to you, return it to its owner's hand.
Target player gains control of up to three target nonattacking creatures until end of turn. Untap those creatures. They block this turn if able.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
Each opponent mills fourteen cards.
Cycling ( , Discard this card: Draw a card.)
When you cycle this card, each opponent mills four cards.
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
Whenever you cast a spell, choose up to one —
When Keiga dies, gain control of target creature.
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
Exploit (When this creature enters, you may sacrifice a creature.)
When this creature exploits a creature, counter target spell, activated ability, or triggered ability.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Draw X cards, then discard a card.
When this creature enters, each opponent creates a 1/1 red Pirate creature token with "This token can't block" and "Creatures you control attack each combat if able."
Spells your opponents cast that target this creature cost more to cast.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.
Whenever this creature enters or attacks, put a slime counter on up to one other target creature.
Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
, : Until your next turn, target creature an opponent controls can't be blocked. Goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities.
−2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost less to cast.
−8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy."
Partner with Rowan Kenrith
Will Kenrith can be your commander.
Whenever a creature dies, put a charge counter on this enchantment.
At the beginning of your first main phase, add for each charge counter on this enchantment.
Raid — : Return this card from your graveyard to the battlefield. Activate only if you attacked this turn.
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
Whenever a creature attacks one of your opponents, that player loses 1 life.
This creature can't block and can't be blocked.
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Undaunted (This spell costs less to cast for each opponent.)
Destroy two target creatures.
When this creature enters, destroy target nonblack creature. It can't be regenerated.
Shadow (This creature can block or be blocked by only creatures with shadow.)
This creature can't be blocked by white creatures.
Menace, deathtouch
When this creature enters, each player loses a third of their life, rounded up.
Protection from white
At the beginning of your end step, you lose 4 life.
Whenever a creature dies, you gain 2 life.
As an additional cost to cast this spell, sacrifice a creature, discard a card, or pay 4 life.
When this creature enters, each opponent sacrifices a creature of their choice, discards a card, and loses 4 life.
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever another nontoken creature you control dies, draw a card.
Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens.
, Sacrifice X Treasures: Target creature gets -X/-X until end of turn. Activate only as a sorcery.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Whenever this creature attacks and isn't blocked, defending player loses 1 life for each card in their graveyard.
Destroy six target creatures.
When this creature enters, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
Destroy all creatures you don't control and all planeswalkers you don't control.
When this creature enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Whenever this creature attacks, create a 2/1 black Warrior creature token.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
Flying, deathtouch, lifelink
Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.
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 to a creature.)
This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
Suspend 7— (Rather than cast this card from your hand, you may pay and exile it with seven time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever a card is put into an opponent's graveyard from anywhere, if this card is suspended, you may remove a time counter from this card.
When this creature enters, you draw a card and you lose 1 life.
At the beginning of your upkeep, this creature deals 1 damage to each creature and each player.
When this creature dies, it deals 1 damage to each creature and each player.
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.)
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
When this creature enters, destroy target creature an opponent controls.
As this creature enters, choose a player.
Sewer Nemesis's power and toughness are each equal to the number of cards in the chosen player's graveyard.
Whenever the chosen player casts a spell, that player mills a card.
Each other player discards a card. You draw a card for each card discarded this way.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
At the beginning of your end step, each player may put two +1/+1 counters on a creature they control. Goad each creature that had counters put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
All creatures have double strike and attack each combat if able.
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Indestructible
Whenever this creature is dealt damage, it deals that much damage to target opponent.
, : This creature fights another target creature.
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
This creature attacks each combat if able.
At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, this creature can't attack those players or planeswalkers they control this combat.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.")
Demon Bolt deals 4 damage to target creature or planeswalker.
First strike
When this creature enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
Whenever this creature deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Landfall — Whenever a land you control enters, goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
At the beginning of each opponent's end step, that player creates a 1/1 red Goblin creature token with "Creatures you control attack each combat if able."
Suspend 10—
Sacrifice an artifact, creature, or land: Remove a time counter from this card. Activate only if this card is suspended.
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
, : Exile target instant or sorcery card from your graveyard.
, , Sacrifice this creature: Cast any number of cards exiled with this creature without paying their mana costs.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays .
Whenever Laelia attacks, exile the top card of your library. You may play that card this turn.
Whenever one or more cards are put into exile from your library and/or your graveyard, put a +1/+1 counter on Laelia.
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Mizzium Mortars deals 4 damage to target creature you don't control.
As this enchantment enters, choose Khans or Dragons.
+2: During target player's next turn, each creature that player controls attacks if able.
−2: Rowan Kenrith deals 3 damage to each tapped creature target player controls.
−8: Target player gets an emblem with "Whenever you activate an ability that isn't a mana ability, copy it. You may choose new targets for the copy."
Partner with Will Kenrith
Rowan Kenrith can be your commander.
When Ryusei dies, it deals 5 damage to each creature without flying.
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one —
At the beginning of combat on your turn, choose an opponent at random that this creature didn't attack during your last combat. This creature attacks that player this combat if able. If you can't choose an opponent this way, tap this creature.
When this creature enters, it deals 3 damage to each creature without flying.
Creatures you control have haste.
Creatures your opponents control enter tapped.
Whenever this creature enters or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a goaded creature attacks, it deals 1 damage to its controller.
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
All creatures attack each combat if able.
: Attacking creatures get +1/+0 until end of turn.
Whenever a creature you control enters, it deals damage equal to its power to any target.
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Vigilance, trample, haste
When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
You may play an additional land this turn.
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
Whenever a player casts a spell, put a +1/+1 counter on this creature.
Destroy target artifact or enchantment.
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creatures with flying can't attack you or planeswalkers you control.
At the beginning of your end step, create a 5/5 green Wurm creature token.
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Cascade
When this creature enters, put three +1/+1 counters on each of any number of target creatures that entered this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Search your library for a Forest card, put it onto the battlefield, then shuffle.
You may cast creature spells as though they had flash.
+1: Until your next turn, up to one target creature gains vigilance and reach.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.
Haste (This creature can attack and as soon as it comes under your control.)
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Exile target permanent with mana value 4 or greater.
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Whenever a nontoken creature you control dies, if it had counters on it, create X tapped 2/1 white and black Inkling creature tokens with flying, where X is the number of counters it had on it.
I — Create a 4/4 white Angel Warrior creature token with flying and vigilance.
II — Until end of turn, Angels you control gain " : Destroy target creature with power less than this creature's power."
III — Angels you control gain double strike until end of turn.
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
Whenever this creature is dealt damage, you may destroy target nonland permanent.
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
Whenever this creature attacks, defending player mills ten cards.
Whenever you draw a card, Niv-Mizzet deals 1 damage to any target.
Whenever a player casts an instant or sorcery spell, you draw a card.
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
+1: Add X mana in any combination of and/or , where X is the number of creatures you control.
0: Create a 2/2 red and green Satyr creature token with haste.
−6: Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield.
Equipped creature gets +2/+0 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Attach this Equipment to target creature an opponent controls. Activate only as a sorcery.
, : Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
: This artifact becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
, : Add .
Whenever a Dragon you control enters, put a gold counter on this artifact.
, Remove a gold counter from this artifact: Draw a card.
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
: Add one mana of any color that a land an opponent controls could produce.
, , Sacrifice this artifact: Draw two cards.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
, : Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
Whenever an opponent loses life, that player mills that many cards. (Damage causes loss of life.)
As this creature enters, choose a nonland card name.
Activated abilities of sources with the chosen name can't be activated.
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
: Change a target of target spell or ability to this creature. ( can be paid with either or 2 life.)
: This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Whenever this creature is dealt damage, it deals that much damage to the chosen player.
: This creature deals 1 damage to itself.
: Add or . This artifact deals 1 damage to you.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this land enters, exile target player's graveyard.
This land enters tapped unless you control a Mountain.
, : Creatures you control get +1/+0 until end of turn.
This land enters tapped unless you control a Swamp.
, : Draw a card, then you lose life equal to the number of cards in your hand.
This land enters tapped unless you control an Island.
, : Scry 2.
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
( : Add or .)
This land enters tapped unless you control two or more basic lands.
: This land becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.
When this land enters, return a land you control to its owner's hand.
: Return this card from your graveyard to the battlefield tapped.
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
, : Target creature gets +X/+0 and gains trample until end of turn.
, : Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
When this land enters, you may put target creature card from your graveyard on top of your library.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, , Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)
, : Scry 1.
: Until end of turn, this land becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
: Add . If you played a land this turn, add instead.
: This land becomes a 2/3 white and black Elemental creature with lifelink until end of turn. It's still a land.
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
, , Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.
, , Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
: Add or . Activate only if you control a Swamp.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add . Activate only if you control five or more lands.
, : You may put a basic land card from your hand onto the battlefield tapped.
, : Creatures you control gain deathtouch and lifelink until end of turn.
: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with " : Switch this creature's power and toughness until end of turn." It's still a land.
, , Pay life equal to the number of colors in your commanders' color identity: Draw a card.
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
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