At the beginning of your end step, sacrifice each other creature you control.Discard two cards, Sacrifice Plague Reaver: Choose target opponent. Return Plague Reaver to the battlefield under that player's control at the beginning of their next upkeep.
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.)
FlyingSpells your opponents cast that target one or more commanders you control cost more to cast.Partner (You can have two commanders if both have partner.)
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
When Rootweaver Druid enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
Vigilance, reachWhenever Colfenor, the Last Yew or another creature you control dies, return up to one other target creature card with lesser toughness from your graveyard to your hand.
When Scourge of Fleets enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
FlyingWhenever Zara, Renegade Recruiter attacks, look at defending player's hand. You may put a creature card from it onto the battlefield under your control tapped and attacking that player or a planeswalker they control. Return that creature to its owner's hand at the beginning of the next end step.
, Sacrifice three other artifacts and/or creatures: Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard.Partner (You can have two commanders if both have partner.)
FlashFlyingWhenever you cast your first spell during each opponent's turn, look at the top two cards of your library. Put one of those cards into your hand and the other into your graveyard.
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.Equip (: Attach to target creature you control. Equip only as a sorcery.)
This spell costs less to cast for each creature you control with a +1/+1 counter on it.Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
When Amphin Mutineer enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.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...
Choose one. If you control a commander as you cast this spell, you may choose both instead.• Target opponent chooses a creature they control. You gain control of it.• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
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.
At the beginning of each postcombat main phase, the active player adds for each of your opponents who lost life this turn. (Damage causes loss of life.)
MenaceWhenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells.Partner (You can have two commanders if both have partner.)
FlyingWhenever 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.
Whenever Merchant Raiders or another Pirate you control enters, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control Merchant Raiders.
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.)
Whenever a creature you control dies, exile it.At the beginning of each end step, if you control no creatures, sacrifice Promise of Tomorrow and return all cards exiled with it to the battlefield under your control.
FlashEnchant creatureAs Benevolent Blessing enters, choose a color.Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.