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Commander
Commander
Land
Land
Ramp
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

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
Tokens
This spell costs {X} less to cast, where X is the greatest power among creatures you control. Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures. {2}, {T}: Double target creature's power until end of turn.

Tokens
Anthem
Changeling (This card is every creature type.) As long as a creature card with flying is in a graveyard, this creature has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

Anthem
Recursion
Recursion
Tutor
Tutor
Counters
Counters
Removal
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent an opponent controls. II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. III — Creatures you control gain deathtouch until end of turn.

Removal
Draw
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1}

Draw
Pump
Pump
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.

Theft
Maybeboard
Maybeboard
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