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Commander
Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.

Commander
Copy
Copy
Drain
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.

Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent. {1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)

Drain
Draw
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)

This creature can't be blocked. Whenever this creature deals combat damage to a player, choose one that hasn't been chosen — • Put two +1/+1 counters on this creature. • Draw a card. • This creature becomes a copy of another target creature you control.

Whenever you cast a spell you don't own, create a 3/3 black Demon creature token. +1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it. −3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost. Tasha, the Witch Queen can be your commander.

Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.

Draw
Land
Land
Mill
+2: Exile the top three cards of target opponent's library. −X: Put a creature card with mana value X exiled with Ashiok onto the battlefield under your control. That creature is a Nightmare in addition to its other types. −10: Exile all cards from all opponents' hands and graveyards.

Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

Mill
Protection
Protection
Pump
Bestow {2}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.

Pump
Ramp
Aberrant Tinkering — When this creature enters and at the beginning of your upkeep, each Horror you control gains all activated abilities of target artifact an opponent controls until end of turn. You may spend blue mana as though it were mana of any color to activate those abilities.

As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Ramp
Recursion
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.

Recursion
Removal
At the beginning of each end step, put a slime counter on each creature you don't control. Creatures you don't control get -1/-1 for each slime counter on them. Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token. {U}{B}, Sacrifice a Slug: Draw a card.

Removal
Theft
Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.

Menace Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.

(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.

Theft
Tokens
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Tokens
Deck Info
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