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Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander {3} Equip {5}
Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander {3} Equip {5}

Artifact
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.
Artifact
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.

Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.

Land
{T}: Add one mana of any color in your commander's color identity.
Land
{T}: Add one mana of any color in your commander's color identity.
Land
{T}: Add one mana of any color in your commander's color identity.
Land
{T}: Add one mana of any color in your commander's color identity.
Land
{T}: Add one mana of any color in your commander's color identity.
Land
{T}: Add one mana of any color in your commander's color identity.

Instant
This spell can't be countered. Draw two cards, then amass Zombies X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Instant // Sorcery

Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.

Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Creature — Satyr Bard
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.

Enchantment
{1}{U}, Discard a card: Draw a card. {1}{U}, Sacrifice this enchantment: Draw a card.

Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Creature — Dinosaur
At the beginning of your end step, if a creature died this turn, create a tapped token that's a copy of this creature.

Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.

Creature — Kor Warlock
When this creature enters, draw a card. Each player loses 1 life. Repartee — Whenever you cast an instant or sorcery spell that targets a creature, exile up to one target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Creature — Elephant Soldier
Backup 1, backup 1, backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn. Each backup ability triggers separately.) Trample Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
World Enchantment
All creatures have haste.

Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
Artifact
You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.

Enchantment — Aura
Enchant permanent You control enchanted permanent.

Sorcery
Conflagrate deals X damage divided as you choose among any number of targets. Flashback—{R}{R}, Discard X cards. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.

Enchantment
When this enchantment enters, draw a card. Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

Sorcery — Lesson
Choose one — • Return target planeswalker card with mana value X or less from your graveyard to the battlefield. • Remove twice X loyalty counters from target planeswalker an opponent controls.

Instant
Target player gains 2 life for each creature on the battlefield.

Instant
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.

Snow Creature — Wurm
Trample {3}{G}: This creature gets +X/+X until end of turn, where X is the number of snow permanents you control.

Enchantment
At the beginning of your upkeep, you may exchange control of this enchantment and target permanent you neither own nor control.

Artifact
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.

Enchantment
Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.) {1}{R}, Discard your hand, Sacrifice this enchantment: Put all cards exiled with this enchantment into their owners' hands.
Enchantment
Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.) {1}{R}, Discard your hand, Sacrifice this enchantment: Put all cards exiled with this enchantment into their owners' hands.

Sorcery // Sorcery

Sorcery
Kicker {6} (You may pay an additional {6} as you cast this spell.) Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.

Creature — Sphinx
Flying Whenever an opponent draws a card, you may draw two cards.
Creature — Sphinx
Flying Whenever an opponent draws a card, you may draw two cards.

Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.

Instant
Replicate {1} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Counter target triggered ability or colorless spell.

Enchantment
As this enchantment enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Creature — Human Shaman
Whenever this creature attacks, you may pay {1} and discard a card. If you do, draw a card. Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.

Creature — Sphinx Detective
Flying You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
Creature — Sphinx Detective
Flying You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)

Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.

Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.

Artifact
When this artifact enters, put a -1/-1 counter on each creature target player controls. {4}, {T}: Proliferate twice. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)

Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a creature. If a land is tapped for mana, it produces {B} instead of any other type and amount.

Creature — Aetherborn Rogue
Lifelink Whenever an artifact you control enters, scry 1.

Sorcery
Remove this card from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.