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Commander
When Ol' Buzzbark enters, roll X six-sided dice onto the battlefield from a height of at least X inches. For each die, put a number of +1/+1 counters equal to the result on each creature you control that die is touching. For each die, Ol' Buzzbark deals damage equal to the result to each creature an opponent controls that die is touching.
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Commander
2.1 Roll Dice
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.) When this creature enters, roll a six-sided die. This creature deals damage equal to the result to target opponent or planeswalker.
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Roll a six-sided die. If you roll a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal it, put it into your hand, then shuffle. 2 — A card named Goblin Tutor 3 — An enchantment 4 — An artifact 5 — A creature 6 — An instant or sorcery
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Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
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2.1 Roll Dice
2.3 Goblin
2.3 Goblin
1.1 Ramp
As Ignacio of Myra's Marvels enters, choose armor, blood, book, bottle, fang, fire, scroll, spear, sword, or water. Whenever you cast a spell with the chosen object in its art, create two Treasure tokens. Partner (You can have two commanders if both have partner.)
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1.1 Ramp
2.11 Dice Matter
(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. {1}{R}: Level 2 Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. {2}{R}: Level 3 Creatures you control have haste.
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2.11 Dice Matter
2.4 Throw Stuff
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
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2.4 Throw Stuff
1.2 Draw
1.2 Draw
2.2 +1/+1 Counters
{2}, {T}: Move a counter from one permanent onto another. If the second permanent refers to any kind of counter, the moved counter becomes one of those counters. Otherwise, it becomes a +1/+1 counter. {3}, {T}: Put a +1/+1 counter on target creature. {4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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2.2 +1/+1 Counters
2.5 Contraptions
2.5 Contraptions
1.7 Lands
1.7 Lands
2.21 +1/+1 Matters
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Each creature you control with any kind of counter on it has art menace. (They can't be blocked except by creatures with two or more visible figures in their art.)
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2.21 +1/+1 Matters
2.6 Buff
Gear Up, sponsored by Wizards of the Coast — As this Equipment enters, roll two six-sided dice. For each Magic-branded item you're wearing, roll an additional six-sided die. Choose two of those results. Equipped creature gets +X/+Y, where X is the first chosen result and Y is the second. Equip {4}
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2.6 Buff
Sideboard
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Sideboard
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