Creature — Human Wizard (0/0)
Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.
, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.
Legendary Creature — Giant Wizard (3/3)
Whenever a creature or planeswalker an opponent controls is dealt excess damage, if a Giant, Wizard, or spell you controlled dealt damage to it this turn, draw a card.
Creature — Drake (2/2)
Flying
Whenever Aerial Guide attacks, another target attacking creature gains flying until end of turn.
Creature — Human Cleric (2/4)
Inspired — Whenever Aerie Worshippers becomes untapped, you may pay . If you do, create a 2/2 blue Bird enchantment creature token with flying.
Creature — Human Wizard (2/1)
When Aether Channeler enters the battlefield, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Creature — Illusion (1/1)
Whenever Aetherplasm blocks a creature, you may return Aetherplasm to its owner's hand. If you do, you may put a creature card from your hand onto the battlefield blocking that creature.
Legendary Creature — Clamfolk Advisor Rebel (0/4)
Whenever you cast a wordy spell, scry 2. (A spell is wordy if it has four or more lines of rules text.)
, : Choose target creature you don't control. Reveal the top card of your library. Alexander Clamilton gets +X/+0 until end of turn, where X is the number of lines of rules text of the revealed card. Alexander Clamilton fights that creature.
Legendary Creature — Halfling Rogue (3/2)
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step.
Choose a Background (You can have a Background as a second commander.)
Creature — Salamander Pirate (3/3)
When Amphin Mutineer enters the battlefield, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Human Wizard (0/3)
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Creature — Faerie Wizard (4/4)
Flying, ward
Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
Creature — Bird Wizard (2/1)
Flying
Arctic Aven gets +1/+1 as long as you control a Plains.
: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Bird Soldier (2/2)
Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Bird Wizard (2/2)
Flying
Whenever you cast an instant or sorcery spell, Aven Wind Mage gets +1/+1 until end of turn.
Creature — Bird (2/4)
Flying
Cycling (, Discard this card: Draw a card.)
When you cycle Avian Oddity, put a flying counter on target creature you control.
Legendary Creature — Human Wizard (0/2)
Tap an untapped Wizard you control: Draw a card.
Creature — Human Advisor (3/5)
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.
Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
Legendary Creature — Human Wizard (2/2)
When Barrin, Tolarian Archmage enters the battlefield, return up to one other target creature or planeswalker to its owner's hand.
At the beginning of your end step, if a permanent was put into your hand from the battlefield this turn, draw a card.
Creature — Human Wizard (3/4)
Flying
When Bazaar Trademage enters the battlefield, draw two cards, then discard three cards.
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