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Draw
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.) Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.

Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.

Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote.

{T}: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.

Flying Whenever Yusri attacks, choose a number between 1 and 5. Flip that many coins. For each flip you win, draw a card. For each flip you lose, Yusri deals 2 damage to you. If you won five flips this way, you may cast spells from your hand this turn without paying their mana costs.

Draw
Removal
Removal
Burn
Choose any number of target players or planeswalkers. For each of them, reveal cards from the top of your library until you reveal a nonland card, Kaboom! deals damage equal to that card's mana value to that player or planeswalker, then you put the revealed cards on the bottom of your library in any order.

Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback {5}{R}{R}

Burn
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
Shenanigans
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.

Shenanigans
Clones
Clones
Protection
Protection
Theft
Theft
Copy
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Raid — If you attacked this turn, when you next cast an instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.

Whenever this creature attacks or blocks, target opponent reveals cards from the top of their library until they reveal a creature card. This creature becomes a copy of that card until end of turn. Then that player puts all cards revealed this way on the bottom of their library in a random order.

Body-print — {2}{U}: Tap another target creature and put a stun counter on it. This creature becomes a copy of that creature for as long as that creature remains tapped. Activate only as a sorcery. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Copy
Tokens
0: Roll a six-sided die. 1 or 2 — [+2], then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn. 3 — [−1], then return a card with mana value 2 or less from your graveyard to your hand. 4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then [−2]. 6 — [+1], and you may activate Comet's loyalty ability two more times this turn.

Whenever you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life. +1: Create a 3/2 red and white Spirit creature token. −3: Discover 4. −6: Exile any number of target cards from your graveyard. Add {R} for each card exiled this way. You may play those cards this turn.

Tokens
Counters
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.

Flying If you control five or more untapped lands, this creature enters with two +1/+1 counters and a lifelink counter on it. Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Counters
Ramp
Ramp
Tutor
Put target permanent you own on the bottom of your library. Reveal cards from the top of your library until you reveal a card that shares a card type with that permanent. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

{1}{W}: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle. {1}{U}: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.

Tutor
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