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Commander
Commander
Creature
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Vigilance, reach When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Flying When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Creature
Enchantment
When this enchantment enters, if you cast it, destroy all nonenchantment creatures. Whenever this enchantment or another enchantment you control enters, until end of turn, this enchantment becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.

When this enchantment enters, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with this enchantment dies, exile it and return this enchantment to its owner's hand. When this enchantment leaves the battlefield, exile the creature put onto the battlefield with this enchantment.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power. II — Destroy all nonlegendary creatures. III — Each opponent loses 1 life for each creature card in that player's graveyard.

Enchantment
Sorcery
Sorcery
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