At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns.
At the beginning of your end step, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
: Add .
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
"Summer is nice, but it also means more work. I'll have to keep the garden in shape!"
—Jodi
: Add .
, , Sacrifice a token: Draw a card.
, , Pay 1 life: Create a 1/1 blue Fish creature token.
, : Create a Treasure token.
: Add .
: Each player gains control of all creatures they own.
"I felt like a stranger here, at first. But I've made a lot of friends! For once, I feel like I belong . . ."
—Leo
: Add one mana of any color in your commander's color identity.
"I am Rasmodius . . . Seeker of the arcane truths, mediary between physical and ether, master of the seven elementals, keeper of the sacred cha- You get the point."
Each land is a Forest in addition to its other land types.
"There will come a day when you feel crushed by the burden of modern life and your bright spirit will fade before a growing emptiness. When that happens, my dear, you'll be ready for this gift."
—Grandpa
Flying, trample
When Atsushi dies, choose one —
• Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
• Create three Treasure tokens.
When this creature dies, create two 2/2 green Ooze creature tokens. They have "When this token dies, create two 1/1 green Ooze creature tokens."
: Add one mana of any color in your commander's color identity.
"Stand between the pillars three
With gift as precious as the sky:
A rainbow forged from land, not sea
Then galaxies will heed your cry."
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
This power is tremendous.
: Add .
, , Sacrifice this land: Create X Treasure tokens.
"I used to think Pelican Town was kinda drab, but lately I'm starting to love some things about it."
—Abigail
When this creature enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
My guardian angel, looking over me.
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Draw two cards, then discard two cards.
It's late, but stopping now would break the rhythm.
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Channeling ancient study practices, one scroll at a time.
Equipped creature has ": Add one mana of any color."
Equip
Gear up. You've got a long night ahead of you.
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.
What others spend in haste, she converts into tomorrows.
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Devoid (This card has no color.)
Target creature can't be blocked this turn.
Draw a card.
The opening was narrow and fleeting, but she moved as if it had been waiting for her all along.
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
Power is knowing when to begin again.
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
"If it is consciousness that weaves your wills together... then we shall set you apart once more."
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Your opponents can't cast spells this turn.
"The elder taught us not to submit to arrogance!"
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Menace
When this creature enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Evoke—Exile a black card from your hand.
Double strike
When this creature enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers.
Evoke—Exile a red card from your hand.
Flash
Reach
When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Me wildest dreams finally come true!"
Counter target spell.
( can be paid with either or 2 life.)
Target creature gets -5/-5 until end of turn.
"My leg!"
: Add one mana of any color in your commander's color identity.
Draw three cards, then put two cards from your hand on top of your library in any order.
"My Spider-Sense again. It's never tingled like this before."
Destroy target creature if it has mana value 2 or less.
Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
"She's doomed—and so are you!"
—Green Goblin, Norman Osborn
Draw three cards.
"Spider-Band, Spider-Band, plays whatever a spider can..."
Draw three cards, then put two cards from your hand on top of your library in any order.
"My Spider-Sense again. It's never tingled like this before."
Destroy target creature if it has mana value 2 or less.
Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
"She's doomed—and so are you!"
—Green Goblin, Norman Osborn
Draw three cards.
"Spider-Band, Spider-Band, plays whatever a spider can..."
Draw three cards, then put two cards from your hand on top of your library in any order.
"My Spider-Sense again. It's never tingled like this before."
Destroy target creature if it has mana value 2 or less.
Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
"She's doomed—and so are you!"
—Green Goblin, Norman Osborn
Draw three cards.
"Spider-Band, Spider-Band, plays whatever a spider can..."
Sacrifice a creature: This enchantment deals 1 damage to any target.
There's always a waiting list to join the Goblin Bombadeers—the retirement benefits are amazing!
Flying
Whenever an opponent draws a card, you may draw two cards.
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
Domain — This spell costs less to cast for each basic land type among lands you control.
Flying
Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green.
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Join forces — Starting with you, each player may pay any amount of mana. Each player draws X cards, where X is the total amount of mana paid this way.
: Add one mana of any color in your commander's color identity.
: Add one mana of any color in your commander's color identity.
"The servers are the seven Chaos. power enriched by Chaos is power the heart. The controller is the one that unifies the Chaos."
—Tikal's prayer
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.
, Sacrifice this artifact: Add one mana of any color.
The ancient Chaos Emeralds possess unfathomable power. When all seven Emeralds are gathered, their power is amplified immeasurably.