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Commander
Commander
Draw
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

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.

Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one — • This creature deals 3 damage to each opponent. • Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.

Draw
Protection
Protection
Tokens
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)

Tokens
Anthem
Anthem
Ramp
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.

Mutate {G}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) {1}, {T}: Look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.

Ramp
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
Recursion
Recursion
Creature
Trample Whenever this creature deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.

Creature
Landfall
Landfall
Removal
Removal
Maybeboard
This creature enters with four -1/-1 counters on it. {G/U}: This creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Whenever you cast a green spell, remove a -1/-1 counter from this creature. Whenever you cast a blue spell, remove a -1/-1 counter from this creature.

Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.

Maybeboard
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