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Commander
Spiritual Leader — At the beginning of combat on your turn, put a +1/+1 counter on target creature. Psychic Stimulus — {T}: Add {C}{C}. When you next cast a spell with {X} in its mana cost or activate an ability with {X} in its activation cost this turn, copy that spell or ability. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Commander
Protection
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs {2} less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)

Protection
Artifact
Artifact
Copy
Whenever you cast a permanent spell with a mana cost that contains {X}, double the value of X. Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains {X}, copy that spell or ability. You may choose new targets for the copy.

Copy
Ramp
Ramp
Big Boy
This creature enters with X +1/+1 counters on it. {2}: Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)

As this creature enters, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results. Trample Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)

This creature enters with X +1/+1 counters on it. If damage would be dealt to this creature, prevent that damage and remove that many +1/+1 counters from it. Whenever a +1/+1 counter is removed from this creature, put two +1/+1 counters on it at the beginning of the next end step.

Big Boy
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.

Draw
Removal
Removal
Buff
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may put a creature card from your hand onto the battlefield. If its mana cost contains {X}, it enters with a number of +1/+1 counters on it equal to the number of lands you control. II, III — Double the number of each kind of counter on target creature you control.

Buff
Flying
Flying
Land
This land enters 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.)

Land
Wide
Trample This creature enters with X +1/+1 counters on it. Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.

Wide
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