Destroy target creature with power 4 or greater.Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Destroy target creature with power 4 or greater.Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Wandering Fumarole enters tapped.: Add or .: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with ": Switch this creature's power and toughness until end of turn." It's still a land.
FlyingWhenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
ReachSharpshooter Elf's power is equal to the number of creatures you control.When Sharpshooter Elf enters, it deals damage equal to its power to target creature with flying an opponent controls.
When Sea Hag enters, creatures your opponents control get -4/-0 until end of turn.Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
When Sea Hag enters, creatures your opponents control get -4/-0 until end of turn.Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
HasteWhenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked.Choose a Background (You can have a Background as a second commander.)
HasteWhenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked.Choose a Background (You can have a Background as a second commander.)