Choose two —• Destroy all artifacts.• Destroy all enchantments.• Destroy all creatures with mana value 3 or less.• Destroy all creatures with mana value 4 or greater.
Equipped creature gets +2/+2.Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player.Equip
Destroy target artifact.Fuse (You may cast one or both halves of this card from your hand.)Destroy target enchantment.Fuse (You may cast one or both halves of this card from your hand.)
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Choose one. If you control a commander as you cast this spell, you may choose both instead.• Each opponent sacrifices a creature they control with the greatest power.• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
When Court of Ire enters, you become the monarch.At the beginning of your upkeep, Court of Ire deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
FlyingAt the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
Soul of Eternity's power and toughness are each equal to your life total.Encore (, 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.)
Body of Knowledge's power and toughness are each equal to the number of cards in your hand.You have no maximum hand size.Whenever Body of Knowledge is dealt damage, draw that many cards.
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy.Partner (You can have two commanders if both have partner.)
At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn.Partner (You can have two commanders if both have partner.)