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Commander
The Wise Mothman
Flying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Legendary Creature - Mutant Insect

Commander
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Counters
Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

Winding Constrictor
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.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
Creature - Snake

Counters
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Drain
Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

Drain
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Draw
Danny Pink
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Legendary Creature - Human Soldier Advisor

Struggle for Project Purity
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.
• 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.
Enchantment

Draw
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Land
Land
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Mill
Consuming Aberration
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Creature - Horror

Court of Cunning
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment

Nightkin Ambusher
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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.
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.
Creature - Warrior Mutant

Nuka-Nuke Launcher
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
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
Artifact - Equipment

Old Rutstein
When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Legendary Creature - Human Peasant

Mill
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Proliferate
Agent Frank Horrigan
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.)
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.)
Legendary Creature - Warrior Mutant

Proliferate
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Protection
Mutational Advantage
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.)
Instant

Protection
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Ramp
Ramp
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Recursion
Recursion
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Removal
Ulamog, the Infinite Gyre
When you cast this spell, destroy target permanent.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi

Removal
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Tokens
Basking Broodscale
Devoid (This card has no color.)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Creature - Lizard Eldrazi

Tokens
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Deck Info
Deck stats
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