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Commander
Your maximum hand size is eleven. Whenever Cecily, Haunted Mage attacks, you draw a card and you lose 1 life. Then if you have eleven or more cards in your hand, you may cast an instant or sorcery spell from your hand without paying its mana cost. Friends forever (You can have two commanders if both have friends forever.)
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Commander
Land
Land
Artifact
Artifact
Planeswalker
+1: Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. −1: Untap up to four target permanents. −10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant." Teferi, Temporal Archmage can be your commander.
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Planeswalker
Creature
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3
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Eminence — Whenever another nontoken Wizard you control enters, if Inalla is in the command zone or on the battlefield, you may pay {1}. If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
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Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost {1} less to cast. You may cast sorcery spells as though they had flash.
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Creature
Sorcery
Cascade, 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 of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
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Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Sorcery
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
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Enchantment
Instant
Instant
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