Mouth // Feed
Amonkhet — rare
Sorcery // Sorcery
Create a 3/3 green Hippo creature token.
Feed
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw a card for each creature you control with power 3 or greater.
Amonkhet — rare
Sorcery // Sorcery
Create a 3/3 green Hippo creature token.
Feed
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Draw a card for each creature you control with power 3 or greater.
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Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Threat
Create a 4/4 red and green Beast creature token with trample.
Snow Sorcery
Distribute X +1/+1 counters among any number of creatures you control, where X is the amount of spent to cast this spell. Then draw a card for each creature you control with power 4 or greater.
Sorcery // Sorcery
Whenever a creature enters the battlefield this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Call
Create four 1/1 white Bird creature tokens with flying.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Create a 1/1 white Kor Soldier creature token for each creature you 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.)
Sorcery
Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.
Instant // Sorcery
Exile target card from a graveyard.
Draw a card.
Consume
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Sorcery
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Instant // Sorcery
Put target attacking or blocking creature on top of its owner's library.
Warden
Create a 4/4 white and blue Sphinx creature token with flying and vigilance.
Sorcery
Tap any number of untapped creatures you control. Create a 4/4 white Angel creature token with flying for each creature tapped this way.
Sorcery
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
Instant // Sorcery
Mill three cards. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Jetsam
Each opponent mills three cards, then you may cast a spell from each opponent's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.
, Discard Herd Migration: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Sorcery
Create a 2/2 green Wolf creature token for each Forest you control.
Sorcery // Sorcery
Destroy target creature or planeswalker.
Return
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Exile target card from a graveyard. Create a 2/2 black Zombie creature token.
Sorcery // Instant
Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Dispersal
Each opponent returns a nonland permanent they control with the highest mana value among permanents they control to its owner's hand, then discards a card.
Sorcery
Create a 4/4 red Dragon Elemental creature token with flying and prowess.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Create a 4/4 white Angel creature token with flying.
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