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Commander
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.

Commander
Drain
When this creature enters, you take the initiative. If a creature an opponent controls would die, instead exile it and put a hit counter on it. Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.

Drain
Tokens
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon. Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.

Tokens
Blink
Exile target creature you control, then return it to the battlefield under its owner's control. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Exile all nontoken creatures you control, then roll a d20. 1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step. 10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

Blink
Draw
This artifact enters tapped. {2}, {T}, Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)

Whenever you cast a spell you don't own, create a 3/3 black Demon creature token. +1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it. −3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost. Tasha, the Witch Queen can be your commander.

{2}, {T}: Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand. 1—9 | Return a card at random from your graveyard to your hand. 10—19 | Draw two cards. 20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.

{T}: Draw a card, then discard a card. If you discarded an instant or sorcery card this way, each opponent loses 1 life and you gain 1 life. {2}, Sacrifice Vohar: You may cast target instant or sorcery card from your graveyard this turn. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.

Draw
Ramp
Ramp
Copy
When this creature enters, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)

Copy
Evasion
Evasion
Recursion
Recursion
Creature
Creature
Land
If you control two or more other lands, this land enters tapped. {T}: Add {U}. {5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)

Land
Removal
Flying When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

Removal
Cycling
Cycling
Theft
Menace Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.

At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.

Theft
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