First strikeWhen this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life.,, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
The first activated ability you activate during your turn that targets a creature you control costs less to activate.Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.Krishna — Equip
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
VigilanceRonso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability.
Locke can't be blocked by creatures with greater power.Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way.Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)Whenever a +1/+1 counter is put on this creature, you may draw a card.
Creature tokens you control get +1/+1.When Hildibrand Manderville dies, you may cast it from your graveyard as an Adventure until the end of your next turn.Create a 2/2 black Zombie creature token. (Then exile this card. You may cast the creature later from exile.)
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.Whenever you attack, you may pay and discard a card. If you do, draw a card.
When this artifact enters, surveil 1.,, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types.
LifelinkWhenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda.