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Commander
Commander
+1/+1 Counters
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: Level 3 If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.

Trample Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.) You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target non-Mutant creature for as long as you control this Saga. II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types. III — Draw cards equal to the greatest power among Mutants you control.

Trample, haste If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.

If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.

+1/+1 Counters
Card Draw
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.

As this enchantment enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.

Card Draw
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
Proliferate
Trample Agent Frank Horrigan has indestructible as long as it attacked this turn. Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)

Trample Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Flying If you would proliferate, proliferate twice instead. {1}{U/P}{U/P}, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ({U/P} can be paid with either {U} or 2 life.)

Flying Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Proliferate
Protection
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Protection
Radcounters
Flying This creature enters with five +1/+1 counters on it. If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from it, then give each player a rad counter for each +1/+1 counter removed this way.

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, target player gets four rad counters. This creature can't be blocked as long as defending player has a rad counter.

Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell. Equip {3}

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player gets three rad counters. II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players. III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.

Radcounters
Ramp/Rocks
Ramp/Rocks
Recursion
When The Master enters, target player gets two rad counters. {T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)

Recursion
Targeted Removal
Targeted Removal
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