At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
"Nothing could ruin such a fine day, Saffi."
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.
When Jared Carthalion enters, target opponent becomes the monarch. You can't become the monarch this turn.
If damage would be dealt to Jared Carthalion while you're the monarch, prevent that damage and put that many +1/+1 counters on it.
"I'm here for what's mine."
: Each player may draw a card, then each player who drew a card this way gains 1 life.
"Why so slow, why so slow? Hurry up! You never know what you'll find."
Lifelink
At the beginning of each end step, if you gained life this turn, distribute up to that many +1/+1 counters among any number of other target creatures.
Weeping, the hunter cast aside her bow, struck by the majesty of the creature before her.
Rather than pay for each previous time you've cast this spell from the command zone this game, pay 2 life that many times.
Flying, lifelink
Whenever a player casts a spell, they lose 2 life.
When this creature enters, put a +1/+1 counter on target creature.
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 that's enchanted or equipped attacks, that creature gains double strike until end of turn.
"There's always room for improvement."
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander
Equip
Not all beautiful things are fragile.
When this creature dies, create three 3/3 colorless Phyrexian Golem artifact creature tokens.
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.)
You have no maximum hand size.
: Add .
Infinite possibilities contained in a finite space.
: Add one mana of any color in your commander's color identity.
When defeat is near and guidance is scarce, all eyes look in one direction.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
This land enters tapped unless you have two or more opponents.
: Add or .
Between matches, combatants practice to stay in peak mental and physical form.
: Add .
, , Pay life equal to the number of colors in your commanders' color identity: Draw a card.
A figure is moved on a map, and the tide of war changes.
You may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, you may draw a card.
"To sail through those waters is to offer oneself as tribute."
—Captain Hoyrik
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
"Every choice alters the path of fate."
—Sarkhan Vol
Counter target spell.
When Alharu enters, put a +1/+1 counter on each of up to two other target creatures.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying.
Partner (You can have two commanders if both have partner.)
Target creature gains haste until end of turn.
Draw a card.
"I run, and thunder follows."
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
"Fire has always been my most faithful companion."
—Jared Carthalion
Target creature gains double strike until end of turn.
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
"Cut the beasts out from under them and their strength is nothing."
—Vona of Iedo, Butcher of Magan
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.)
When Brinelin enters and whenever you cast a spell with mana value 6 or greater, you may return target nonland permanent to its owner's hand.
Partner (You can have two commanders if both have partner.)
Flying
Spells 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.)
Enchant creature
When 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.
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater.
Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand.
Partner (You can have two commanders if both have partner.)
, 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
Flying
Whenever this creature attacks, another target creature attacking the same player or planeswalker gains flying 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.)
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.)
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
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 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.