FlyingAt the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to...
Changeling (This card is every creature type.)Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)You may have this creature enter as a copy of any creature on the battlefield, except it has changeling.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Destroy target nonland permanent an opponent controls.II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.III — Creatures you control gain deathtouch until end of turn.
Reveal this card as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color.Destroy target creature that's one or more of the colors chosen as you drafted cards named Regicide.
Scry 2, then draw two cards.Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4.Creatures you control with three or more +1/+1 counters on them have haste.: Add .
FlashWhen this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token., : Target player mills three cards.Choose a Background (You can have a Background as a second commander.)
This spell costs less to cast if you've cast another spell this turn.Choose one —• Create two 1/1 white Monk creature tokens with prowess.• Up to two target creatures you control each get +2/+2 until end of turn.• Destroy target creature with power 4 or greater.
FlyingWhenever this creature 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.)
When this creature dies, draw a card.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.)
Enchant creatureWhen this Aura enters, tap enchanted creature and you become the monarch.Enchanted creature doesn't untap during its controller's untap step unless that player is the monarch.
, Sacrifice this creature: Choose one —• Destroy target artifact.• Destroy target enchantment.• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
VigilanceIf a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.Permanents entering don't cause abilities of permanents your opponents control to trigger.
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.)
Choose one —• Create three 1/1 red Goblin creature tokens.• Creatures you control get +1/+1 and gain haste until end of turn.Entwine (Choose both if you pay the entwine cost.)
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.Equip
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)Spells you cast with mana value 6 or greater have cascade.
This land enters tapped with two depletion counters on it., Remove a depletion counter from this land: Add . If there are no depletion counters on this land, sacrifice it.
Creatures you control have prowess.Whenever Narset attacks, exile target noncreature, nonland card with mana value less than Narset's power from a graveyard and copy it. You may cast the copy without paying its mana cost.
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)At the beginning of each of your postcombat main phases, add for each 1 life your opponents have lost this turn.
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library.During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their...
Enchant landWhen this Aura enters, exile target nonland permanent you don't control until this Aura leaves the battlefield.Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.