Creature — Demon (4/5)
Flying
Whenever Chaos Balor attacks or dies, choose two. Each mode must target a different player.
• Target player discards all the cards in their hand, then seeks that many nonland cards.
• Chaos Balor deals 2 damage to target player and they create two Treasure tokens.
• Chaos Balor deals 2 damage to each creature target player controls. Those creatures perpetually get +2/+0.
Creature — Cyclops Warrior (4/4)
Whenever Cyclops Gladiator attacks, you may have it deal damage equal to its power to target creature defending player controls. If you do, that creature deals damage equal to its power to Cyclops Gladiator.
Host Creature — Dinosaur (2/1)
When this creature enters the battlefield, roll a six-sided die. This creature deals damage equal to the result to target creature an opponent controls.
Creature — Elemental (3/2)
, , Sacrifice Flame Elemental: It deals damage equal to its power to target creature.
Creature — Yeti (3/3)
: Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti.
Creature — Human Shaman Ally (3/2)
Whenever Murasa Pyromancer or another Ally enters the battlefield under your control, you may have Murasa Pyromancer deal damage to target creature equal to the number of Allies you control.
Legendary Creature — Minotaur Warrior (4/4)
Vigilance
, : Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.
Creature — Human Barbarian (4/4)
Trample
Pack tactics — Whenever Tiger-Tribe Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, Tiger-Tribe Hunter deals damage equal to the sacrificed creature's power to target creature.
Creature — Elemental (2/4)
Defender
, : Vent Sentinel deals damage to target player or planeswalker equal to the number of creatures you control with defender.
Creature — Goblin Warrior (4/2)
When Volley Veteran enters the battlefield, it deals damage to target creature an opponent controls equal to the number of Goblins you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Battle of Frost and Fire deals 4 damage to each non-Giant creature and each planeswalker.
II — Scry 3.
III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
Creature — Dragon (6/6)
Flying, trample
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Creature — Weird (1/5)
Flying
Whenever you cast an instant or sorcery spell, you may switch Fluxcharger's power and toughness until end of turn.
Legendary Creature — Human Archer Ranger (3/4)
Reach
Whenever another creature enters the battlefield under your control, you may pay . When you do, that creature deals damage equal to its power to target creature.
Partner (You can have two commanders if both have partner.)
Creature — Dragon (4/4)
Flying, haste
You may cast sorcery spells as though they had flash. (You may cast them any time you could cast an instant.)
Legendary Creature — Human Wizard (2/5)
You may look at the top card of your library any time.
Once each turn, you may cast an instant or sorcery spell from the top of your library. (You still pay its costs. Timing rules still apply.)
Legendary Creature — Zombie (10/4)
When Lord of Tresserhorn enters the battlefield, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards.
: Regenerate Lord of Tresserhorn.
Creature — Djinn Wizard (2/4)
Flying
Whenever Maelstrom Muse attacks, the next instant or sorcery spell you cast this turn costs less to cast, where X is Maelstrom Muse's power as this ability resolves.
Artifact Creature — Masticore (4/4)
At the beginning of your upkeep, sacrifice Masticore unless you discard a card.
: Masticore deals 1 damage to target creature.
: Regenerate Masticore.
Creature — Spirit (1/3)
Flying
Whenever you cast an instant or sorcery spell, Mercurial Geists gets +3/+0 until end of turn.
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