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Commander
Haste {T}: Target opponent creates X Treasure tokens, where X is the number of Treasure tokens you created this turn. Whenever an opponent casts a spell or activates an ability, if mana from a Treasure was spent to cast it or activate it, put a +1/+1 counter on target creature, then draw a card.

Commander
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.

Land
Artifact
Whenever one or more artifacts you control leave the battlefield during your turn, create a 1/1 colorless Construct artifact creature token. This ability triggers only once each turn. {T}, Sacrifice an artifact: This artifact deals 1 damage to each opponent. You gain 1 life.

Artifact
Sorcery
Choose three. You may choose the same mode more than once. • You draw a card and you lose 1 life. • Riveteers Confluence deals 1 damage to each creature and planeswalker you don't control. • You may put a land card from your hand or graveyard onto the battlefield tapped.

Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.

Sorcery
Creature
Whenever a player attacks one or more of your opponents, that attacking player creates a Treasure token. If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token. Sacrifice five Treasures: Put five +1/+1 counters on Jolene.

Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.

When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. {2}{B}, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.

Whenever a permanent an opponent controls is put into a graveyard from the battlefield, put a +1/+1 counter on Sarulf. At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.

When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.

Creature
Enchantment
When this enchantment enters, create two Treasure tokens. The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") When enchanted creature dies, draw a card.

Enchantment
Instant
Choose one — • Target opponent sacrifices a creature or planeswalker they control with the highest mana value among creatures and planeswalkers they control. • Exile the top three cards of your library. Until your next end step, you may play those cards. • Exile target player's graveyard.

Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)

Instant
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