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If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Flying As Alhammarret enters, each opponent reveals their hand. You choose the name of a nonland card revealed this way. Your opponents can't cast spells with the chosen name (as long as this creature is on the battlefield).
When Alharu enters, put a +1/+1 counter on each of up to two other target creatures. Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying. Partner (You can have two commanders if both have partner.)
At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.
At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.
Whenever you put one or more counters on a permanent or player, this enchantment deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
T: Add one mana of any color. 7, T, Sacrifice this artifact: Draw X cards, where X is the number of differently named lands you control.
When this creature enters, exile up to one target non-Assassin creature until this creature leaves the battlefield. Warp 1W (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creatures you control get +1/+1 and have deathtouch. When this enchantment enters, if it's your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
2G: Until end of turn, target noncreature artifact you control becomes a 4/4 artifact creature.
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
When you attack with exactly two creatures, transform this creature.
Trample When this card becomes plotted, target creature gets +3/+2 and gains trample until end of turn. Plot 1G (You may pay 1G and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
When this enchantment enters, return target creature card from your graveyard to your hand. Whenever a creature card leaves your graveyard, amass Goblins 1. 1B: Goblins and Orcs you control gain menace until end of turn.
When this enchantment enters, return target creature card from your graveyard to your hand. Whenever a creature card leaves your graveyard, amass Goblins 1. 1B: Goblins and Orcs you control gain menace until end of turn.
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. Choose a Background (You can have a Background as a second commander.)
When Alpharael enters, draw two cards. Then discard two cards unless you discard an artifact card. During your turn, Alpharael has deathtouch.
When this creature enters, you may search your library for a card named Alpine Watchdog and/or a card named Igneous Cur, reveal them, put them into your hand, then shuffle. Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of other attacking creatures.
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Trample Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card. 1G, Discard this card: Return target land card from your graveyard to the battlefield tapped.
This spell can't be countered. You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.