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Commander
Whenever Stangg, Echo Warrior attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
Commander
Artifact
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact
Creature
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace. At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
Knickknack Ouphe enters with X +1/+1 counters on it. When Knickknack Ouphe enters, reveal the top X cards of your library. You may put any number of Aura cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
Whenever Tanuki Transplanter or equipped creature attacks, add an amount of {G} equal to its power. Until end of turn, you don't lose this mana as steps and phases end. Reconfigure {3} ({3}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature
Enchantment
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 artifact: Add one mana of any color.") When enchanted creature dies, draw a card.
Enchantment
Instant
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
Land
Land
Sorcery
Sorcery
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