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Recursion
Whenever Ashcoat attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.

Ninjutsu {3}{B}{B} ({3}{B}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Ink-Eyes deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control. {1}{B}: Regenerate Ink-Eyes.

This creature gets +1/+0 for each other Rat you control. Threshold — Whenever you attack with one or more Rats, if seven or more cards are in your graveyard, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking.

Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.

Recursion
Theft
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the gift was promised, you may cast that card for as long as it remains exiled, and mana of any type can be spent to cast it.

Theft
Draw
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Other Rats you control have toxic 1. When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.

Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, exile the top card of that player's library face down. You may look at and play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell."

Trample When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. Blitz {4}{B} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)

Draw
Proliferate
Proliferate
Removal
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Target opponent sacrifices a creature with the greatest power among creatures they control. If the gift was promised, return target creature card from your graveyard to your hand.

Gift a Food (You may promise an opponent a gift as you cast this spell. If you do, they create a Food token before its other effects. It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Destroy target creature. If the gift wasn't promised, you lose 2 life.

Flash When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn. Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.

Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Each player sacrifices a creature of their choice. {P}{P} — Draw a card for each creature that died under your control this turn. {P}{P}{P} — Each opponent loses X life, where X is the number of creature cards in your graveyard.

Removal
Tokens
When this creature enters, create a 1/1 black Rat creature token with "This creature can't block." Then for each Rat you control, create a Wicked Role token attached to that Rat. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)

Tokens
Creature
Creature
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
Protection
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying 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.)

Protection
Sac Outlet
Sac Outlet
Tutor
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.

Tutor
Ramp
Menace As an additional cost to cast black permanent spells, you may pay 2 life. Those spells cost {B} less to cast if you paid life this way. This effect reduces only the amount of black mana you pay. Whenever you cast a black permanent spell, target creature you control gets +1/+1 and gains menace until end of turn.

As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

+1: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle. −3: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control. −6: You get an emblem with "Swamps you control have '{T}: Add {B}{B}{B}{B}.'"

Ramp
Untap
Untap
Maybeboard
As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {3}, {T}: Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Maybeboard
Tokens & Extras
Tokens & Extras
Deck Info
Deck stats
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