Creature — Human Soldier (2/2)
Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature.
Creature — Human Soldier (3/1)
Heroic — Whenever you cast a spell that targets Elite Skirmisher, you may tap target creature.
Legendary Creature — Human Peasant (2/4)
: Look at the top X cards of your library, where X is the number of tokens you created this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Choose a Background (You can have a Background as a second commander.)
Creature — Human Rogue (0/1)
Whenever another creature enters the battlefield, you may stand up and say in a deep, booming voice, "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature.
Creature — Angel Warrior (1/1)
Flying, vigilance
When Emeria Captain enters the battlefield, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Legendary Creature — Unicorn (4/4)
: Exile another target creature you control, then return it to the battlefield under its owner's control.
Whenever another creature enters the battlefield under your control, you may pay . If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. ( can be paid with either or .)
Creature — Human (2/2)
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
Legendary Creature — Vampire Wizard (3/2)
Flying
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Whenever a nontoken creature you control dies, if it had counters on it, create X tapped 2/1 white and black Inkling creature tokens with flying, where X is the number of counters it had on it.
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: Femeref Knight gains vigilance until end of turn.
Creature — Human Cleric (1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
Creature — Human Soldier (3/2)
Whenever Fiend Binder attacks, tap target creature defending player controls.
Creature — Angel Soldier (4/3)
Flying
Whenever you attack with two or more creatures, draw a card.
Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
Creature — Gnome Soldier (2/2)
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on Flaming Fist Officer.
Creature — Human Soldier (2/2)
Whenever Flanking Troops attacks, you may tap target creature.
Creature — Vampire Knight (2/2)
When Forerunner of the Legion enters the battlefield, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top.
Whenever another Vampire enters the battlefield under your control, target creature gets +1/+1 until end of turn.
Legendary Creature — Beast Mount (2/4)
When Fortune, Loyal Steed enters the battlefield, scry 2.
Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.
Saddle 1
Creature — Human Cleric (3/3)
Battalion — Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn.
Sacrifice Frontline Medic: Counter target spell with in its mana cost unless its controller pays .
Creature — Kithkin Wizard (3/3)
Flying
Whenever Galepowder Mage attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Legendary Creature — Avatar Wizard (3/3)
Vigilance
Whenever you cast a spell, creatures you control get +1/+0 until end of turn. Scry 1.
When Gandalf, White Rider dies, you may put it into its owner's library fifth from the top.
Legendary Creature — Spirit Cleric (2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
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