Battle — Siege // Creature — Angel Knight (0/0)
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Xerex enters the battlefield, return up to one target creature to its owner's hand.
Vertex Paladin
Flying
Vertex Paladin's power and toughness are each equal to the number of creatures you control.
Legendary Creature — Bird Monk (1/1)
Flying
Whenever an opponent casts a spell, put a +1/+1 counter on Ishai, Ojutai Dragonspeaker.
Partner (You can have two commanders if both have partner.)
Legendary Creature — Sphinx (3/6)
Flying
Whenever Isperia the Inscrutable deals combat damage to a player, choose a card name. That player reveals their hand. If a card with the chosen name is revealed this way, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle.
Legendary Creature — Sphinx (6/4)
Flying
Whenever a creature attacks you or a planeswalker you control, you may draw a card.
Creature — Elephant (5/7)
Untap each creature you control with a +1/+1 counter on it during each other player's untap step.
Legendary Creature — Phyrexian Angel (2/5)
Flying, vigilance, toxic 2
Corrupted — At the beginning of your end step, each opponent who has three or more poison counters exiles the top card of their library face down. You may look at and play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast those spells.
Legendary Creature — Human Warrior (3/2)
Green creatures you control get +0/+2.
Creature — Sphinx (1/5)
Flying, vigilance
Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn.
Legendary Creature — Human Scout (3/3)
Flying, vigilance
At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card.
Legendary Creature — Cat Demon (5/4)
Creatures you control get +1/+0 and have vigilance as long as you control three or more creatures.
Creatures you control also get +1/+0 and have trample as long as you control six or more creatures.
Creatures you control also get +1/+0 and have double strike as long as you control nine or more creatures.
Legendary Creature — Human Wizard (4/3)
Flying
You may pay rather than pay the mana cost for spells that you cast.
Legendary Creature — Human Wizard (5/5)
Legendary creatures you control get +X/+X, where X is the number of legendary creatures you control.
Whenever you cast a legendary spell from your hand, exile cards from the top of your library until you exile a legendary nonland card with lesser mana value. You may cast that card without paying its mana cost. Put the rest on the bottom of your library in a random order.
Legendary Creature — Human Wizard (5/4)
At the beginning of combat on your turn, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped.
Legendary Creature — Human Druid (3/3)
At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land.
Whenever a land creature you control deals combat damage to a player, draw a card.
Creature — Plant Wall (2/6)
Defender (This creature can't attack.)
When Jungle Barrier enters the battlefield, draw a card.
Creature — Human Knight Ranger (2/4)
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger.
Legendary Creature — Naga Wizard (3/3)
The first face-down creature spell you cast each turn costs less to cast.
Whenever a face-down creature enters the battlefield under your control, draw a card.
Legendary Creature — Elemental Dinosaur (4/4)
Whenever you cast your first instant spell each turn, if Kalamax, the Stormsire is tapped, copy that spell. You may choose new targets for the copy.
Whenever you copy an instant spell, put a +1/+1 counter on Kalamax.
Legendary Creature — Cephalid Rogue (2/4)
Whenever you attack, target attacking creature can't be blocked this turn. It connives. Then choose another attacking creature with lesser power. That creature gains double strike until end of turn. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
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