, Tap X untapped artifacts you control: Look at the top X cards of your library. Put one of those cards into your hand and the rest into your graveyard.
Partner (You can have two commanders if both have partner.)
"His energy is as boundless as the powerstones'."
—Rebbec, architect of ascension
Scry 2, then draw a card. (To 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.)
Flying
At 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.)
He watches in silence as the shadows shift, bringing Amonkhet ever nearer to the Hour of Revelation.
Two target creatures you control each get +2/+2 and gain flying until end of turn.
The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.
Target creature gets +2/+2 and gains first strike until end of turn.
"Cower, fiend. The night is yours no longer."
, : Target creature gains flying until end of turn.
"Some merfolk choose to rest their fins in the water. I believe wisdom exists not only where we were born but where we were told not to go."
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
First the insult, then the injury.
Target creature gets -1/-0 until end of turn.
Draw a card.
The first spell taught to young mages, it has spared the lives of many whose hands are too small to hold a sword.
Return target creature to its owner's hand.
Draw a card.
"You aren't invited."
Target player loses 4 life and you gain 4 life.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Some vampires resorted to corpse trading after cathars burned their estates and drove them from their ancestral feeding grounds.
All creatures get -2/-2 until end of turn.
"This is why we don't go out in banewasp weather."
—Rannon, Vithian holdout
At the beginning of your upkeep, you draw a card and you lose 1 life.
A spark of resistance against a tide of corruption.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
"You'd best move along, human. Our palates are far less discerning than our master's."
: This creature gains flying until end of turn.
"The enemy is getting too close! Quick! Inflate the toad!"
Council's dilemma — When this creature enters, starting with you, each player votes for strength or numbers. Put a +1/+1 counter on this creature for each strength vote and create a 1/1 white Soldier creature token for each numbers vote.
Trample
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
A cyclops has two moods: angry and asleep.
Flying
: Add one mana of any color.
"The gods used their feathers to paint all the colors of the world."
—Yare-Tiva, warden of Gramur Forest
When this creature enters, you become the monarch.
When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.
Exile target artifact or enchantment.
"Are the gods angry at our discontent with what they give us, or jealous that we made a thing they cannot?"
—Kleon the Iron-Booted
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Victory favors neither the righteous nor the wicked. It favors the prepared.
When this creature enters, you become the monarch.
"One who ruled willing subjects would need no such protection."
—Adriana, Captain of the Guard
Vigilance
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Hunger makes a leucrocota dangerous. A full belly makes it angry and dangerous.
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
"Fair fight? How could it be a fair fight? We're Akroans. They're not."
Flying
: Target creature an opponent controls attacks this turn if able.
, : Attacking creatures get -1/-1 until end of turn.
Flying
: Scry 1, then reveal the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Flying
You can't lose the game and your opponents can't win the game.
She is the apex of the artificer's craft, the spirit of the divine called out of base metal.
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Before a cause can have supporters, it has to have a voice.
Flying
Whenever this creature attacks, you may goad target creature defending player controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Few things are more valuable than time or money—and Leovold has plenty of both.
When this creature enters, you may goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Mklthd had always hated crowds . . . and they had always hated him.
Flying
Council's dilemma — When this creature enters, starting with you, each player votes for feather or quill. Put a +1/+1 counter on this creature for each feather vote and draw a card for each quill vote. For each card drawn this way, discard a card.
: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Flash
You may have this creature enter as a copy of any creature on the battlefield.
No duelist is without equal in Paliano.
When this enchantment enters, you become the monarch.
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
"Those who seize power must have the means to hold it."
—Queen Marchesa
Deathtouch
When this creature enters, you become the monarch.
If bribery and intimidation fail, Marchesa turns to her favorite form of bureaucracy.
Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
The whitest robes stain best.
When this creature enters, you become the monarch.
This creature can't attack unless defending player is the monarch.
While most in Paliano seek fame through favor, he'll settle for infamy through blood.
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has trample.
"Sit. Fetch. Devastate."
(Start the game with this conspiracy face up in the command zone.)
The first creature spell you cast each turn costs less to cast.
You can't cast instant or sorcery spells.
Many attempt to speak with nature. Selvala speaks less, and nature answers more.
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
[0]: Exile Kaya or up to one target creature. Return that card to the battlefield under its owner's control at the beginning of your next upkeep. You lose 2 life.
[−1]: Each opponent loses 2 life and you gain 2 life.
[−2]: Each opponent discards a card and you draw a card.
Each opponent can't draw more than one card each turn.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
"I'm sure we can come to an arrangement."
Deathtouch, haste
When Queen Marchesa enters, you become the monarch.
At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
Equipped creature gets +1/+1 and has all names of nonlegendary creature cards in addition to its name.
Equip
Imitation is the sincerest form of treachery.
When this creature dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
Creatures you control get +1/+2 until end of turn. Untap those creatures.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
You gain 3 life.
Draw a card.
Samite healers never mix their pungent elixir with sweetener or tea. The threat of a second dose is enough to get most warriors back on their feet.
Flying
Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.
Enchant creature
As this Aura enters, choose a land type.
When this Aura enters, draw a card.
Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
While voting, you get an additional vote. (The votes can be for different choices or for the same choice.)
On Fiora, no matter is settled until King Brago offers an opinion.
: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down.
Hidetsugu held over a dozen oni in blood oath. At his touch, rocks scorched. At his word, cities burned.
Will of the council — When this creature enters, starting with you, each player votes for blue, black, red, or green. This creature gains protection from each color with the most votes or tied for most votes.
Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
When its power is threatened, the council speaks with a unified voice.
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
A single seed unleashes a flurry of growth.
Flying
Will of the council — When this creature enters, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
This creature enters with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.
, Remove a +1/+1 counter from this creature: Draw a card, then discard a card.
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Pay 3 life: Add .
"Everything comes with a price. Especially revolution."
—Grenzo, dungeon warden