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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.
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.
Flying Whenever another permanent you control enters, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.) When this creature dies, if it had one or more counters on it, create a 0/0 green and blue Fractal creature token, then put this creature's counters on that token.
When this creature enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven — 1WW: Transform this creature. Activate only if you control three or more creatures with different powers.
When this creature enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven — 1WW: Transform this creature. Activate only if you control three or more creatures with different powers.
Ward 2 Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you cast a Turtle spell, untap this creature.
Flash When Ambrosia Whiteheart enters, you may return another permanent you control to its owner's hand. Landfall — Whenever a land you control enters, Ambrosia Whiteheart gets +1/+0 until end of turn.
When this creature enters, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
Flash Flying 5: Creatures you control get +1/+1 until end of turn.
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) T: Add C. Max speed — T: Target creature gains haste until end of turn.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) T: Add C. Max speed — T: Target creature gains haste until end of turn.
First strike When this creature enters, you get EE (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of E equal to its mana value rather than paying its mana cost.
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token. Encore 4UU (4UU, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, this creature's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 1. Creature tokens get -1/-0.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "T, Sacrifice this token: Add one mana of any color.")