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Commander
Commander
Instant
Instant
Artifact
This artifact can't be sacrificed. {1}, {T}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact. {2}, {T}: Draw a card. The player to your right gains control of this artifact.

This artifact enters under the control of an opponent of your choice. {2}, {T}: Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.

Artifact
Land
Land
Creature
Flying This creature enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from this creature. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.

Berzerker — Khârn the Betrayer attacks or blocks each combat if able. Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards. The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.

Deal with the Black Guardian — When Vislor Turlough enters, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it. At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand. Doctor's companion (You can have two commanders if the other is the Doctor.)

Xantcha enters under the control of an opponent of your choice. Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls. {3}: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.

Creature
Sorcery
Sorcery
Enchantment
When this enchantment enters, exile the top seven cards of your library face down. You may look at the cards exiled with this enchantment, and you may play lands and cast spells from among those cards. Skip your draw step. You can't cast more than one spell each turn.

When this enchantment enters, you draw three cards, gain 6 life, and create three 2/1 black Bat creature tokens with flying. At the beginning of your end step, you discard a card, lose 2 life, and sacrifice a creature. When this enchantment leaves the battlefield, you discard three cards, lose 6 life, and sacrifice three creatures.

This enchantment enters with seven hour counters on it. At the beginning of your draw step, draw an additional card and remove two hour counters from this enchantment. Your maximum hand size is equal to the number of hour counters on this enchantment. Whenever you discard a card, you lose 1 life.

Enchantment
Deck Info
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Deck Tokens & Extras (5)
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