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.
Flying, vigilanceWhenever Kangee, Sky Warden attacks, attacking creatures with flying get +2/+0 until end of turn.Whenever Kangee blocks, blocking creatures with flying get +0/+2 until end of turn.
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)Partner (You can have two commanders if both have partner.)
FlyingWhenever Siani, Eye of the Storm attacks, scry X, where X is the number of attacking creatures with flying.Partner (You can have two commanders if both have partner.)
FlyingWhenever Kangee's Lieutenant attacks, attacking creatures with flying get +1/+1 until end of turn.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.)
Mindless Automaton enters with two +1/+1 counters on it., Discard a card: Put a +1/+1 counter on Mindless Automaton.Remove two +1/+1 counters from Mindless Automaton: Draw a card.
Enchant creatureEnchanted creature gets +2/+2, has menace, and can't attack you or planeswalkers you control. (It can't be blocked except by two or more creatures.)
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.
FlyingWhenever Bladegriff Prototype deals combat damage to a player, destroy target nonland permanent of that player's choice that one of your opponents controls.
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.)
Enchant creatureEnchanted creature can't be blocked.Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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.
Equipped creature has haste. (It can attack and no matter when it came under your control.)At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.Equip (: Attach to target creature you control. Equip only as a sorcery.)