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Commander
Whenever you attack, you may sacrifice another creature. When you do, choose two — • Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking. • You draw a card and you lose 1 life. • Caesar deals damage equal to the number of creature tokens you control to target opponent.

Commander
Anthem
First Contact — Whenever Overseer of Vault 76 or another creature you control with power 3 or less enters, put a quest counter on Overseer of Vault 76. At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.

Anthem
Burn
Equipped creature gets +1/+1. Whenever this creature or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Burn
Counters
Counters
Creature
Creature
Draw
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.

Whenever this creature enters or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever a token you control leaves the battlefield, put a +1/+1 counter on this creature.

{1}, {T}: Choose one that hasn't been chosen — • Stimpak — Draw a card. • Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") • RadAway — Target player loses all rad counters. Sacrifice this artifact.

{T}: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.

Draw
Evasion
Menace (This creature can't be blocked except by two or more creatures.) Tunnel Snakes Rule! — Whenever Butch DeLoria attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control. {1}{B}: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.

Evasion
Land
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) {T}: Add {C}. {T}: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.

{T}: Add {C}. {T}: Add {W}. Spend this mana only to cast a creature spell. {1}{W}, {T}, Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Land
Protection
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.

Protection
Pump
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra and create a Food token. Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.

Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When this Equipment enters, if the gift was promised, attach this Equipment to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip {3}

Pump
Ramp
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token. At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Ramp
Recursion
Vigilance Whenever Desdemona attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)

Recursion
Removal
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, you create a 1/1 white Human Soldier creature token. II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.

Removal
Tokens
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token. {4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.

Squad—Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) Menace (This creature can't be blocked except by two or more creatures.)

Tokens
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