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Commander
Artifact
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Equip {4}
Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature
Whenever you draw a card, put a +1/+1 counter on Chasm Skulker. When Chasm Skulker dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on Chasm Skulker. (They can't be blocked as long as defending player controls an Island.)
Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Keldon Marauders enters or leaves the battlefield, it deals 1 damage to target player or planeswalker.
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Trample Whenever Stromkirk Occultist deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment
As Molten Echoes enters the battlefield, choose a creature type. Whenever a nontoken creature of the chosen type enters the battlefield under your control, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Instant
Land
Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Choose one — • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Create a token that's a copy of target artifact or creature. 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.)
Deck Stats
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