Nitro_TCO
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Commander
Size: 100Salt sum: 24.63
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Perrie, the Pulverizer
When Perrie enters, put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever Perrie attacks, target creature you control gains trample and gets +X/+X until end of turn, where X is the number of different kinds of counters among permanents you control.
Whenever Perrie attacks, target creature you control gains trample and gets +X/+X until end of turn, where X is the number of different kinds of counters among permanents you control.
Legendary Creature - Soldier Rhino

Commander
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Agent's Toolkit
This artifact enters with a +1/+1 counter, a flying counter, a deathtouch counter, and a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
Artifact - Clue

Fishing Pole
Equipped creature has ", , Tap Fishing Pole: Put a bait counter on Fishing Pole."
Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Gavel of the Righteous
At the beginning of combat on your turn, put a charge counter on this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
Artifact - Equipment

Magnetic Web
If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack if able.
Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able.
, : Put a magnet counter on target creature.
Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able.
, : Put a magnet counter on target creature.
Artifact

Mazemind Tome
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, , Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
, , Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
Artifact - Book

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Oracle's Vault
, : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
Artifact

Treasure Map
, : Scry 1. Put a landmark counter on this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Artifact


Artifact
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Crystalline Giant
At the beginning of combat on your turn, choose a kind of counter at random that this creature doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on this creature.
Creature Artifact - Giant

Golden-Tail Trainer
Aura and Equipment spells you cast cost less to cast, where X is this creature's power.
Whenever this creature attacks, other modified creatures you control get +X/+X until end of turn, where X is this creature's power. (Equipment, Auras you control, and counters are modifications.)
Whenever this creature attacks, other modified creatures you control get +X/+X until end of turn, where X is this creature's power. (Equipment, Auras you control, and counters are modifications.)
Creature - Fox Samurai

Hydra Trainer
You may exert this creature as it attacks. When you do, target creature gets +X/+X until end of turn, where X is the number of counters on permanents you control. (An exerted creature won't untap during your next untap step.)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Creature - Human Warrior

Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

Pippin, Guard of the Citadel
Vigilance, ward
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
Legendary Creature - Soldier Halfling

The Flood of Mars
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Water Always Wins — Whenever this creature attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of this creature. If it's a land, it becomes an Island in addition to its other types.
Water Always Wins — Whenever this creature attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of this creature. If it's a land, it becomes an Island in addition to its other types.
Creature - Horror Zombie Alien

Creature
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Ajani Fells the Godsire
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target creature an opponent controls with power 3 or greater.
II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.
III — Target creature you control gains double strike until end of turn.
I — Exile target creature an opponent controls with power 3 or greater.
II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.
III — Target creature you control gains double strike until end of turn.
Enchantment - Saga

Charitable Levy
Noncreature spells cost more to cast.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Enchantment

Dawn of a New Age
This enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Enchantment

Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga

Family's Favor
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment

Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

Tale of Tinúviel
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
Enchantment - Saga

Tidal Influence
Cast this spell only if no permanents named Tidal Influence are on the battlefield.
This enchantment enters with a tide counter on it.
At the beginning of your upkeep, put a tide counter on this enchantment.
As long as there is exactly one tide counter on this enchantment, all blue creatures get -2/-0.
As long as there are exactly three tide counters on this enchantment, all blue creatures get +2/+0.
Whenever there are four or more tide counters on this enchantment, remove all tide counters from it.
This enchantment enters with a tide counter on it.
At the beginning of your upkeep, put a tide counter on this enchantment.
As long as there is exactly one tide counter on this enchantment, all blue creatures get -2/-0.
As long as there are exactly three tide counters on this enchantment, all blue creatures get +2/+0.
Whenever there are four or more tide counters on this enchantment, remove all tide counters from it.
Enchantment

Enchantment
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Angelic Intervention
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
Instant

Instant
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Path of Ancestry
This land enters tapped.
: 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.)
: 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

Land
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Elspeth Resplendent
+1: Choose up to one target creature. Put a +1/+1 counter and a counter from among flying, first strike, lifelink, or vigilance on it.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
Legendary Planeswalker - Elspeth

Planeswalker
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Sorcery
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Deck Info
Deck stats
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Deck extras (0)
Description
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