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Commander
This spell costs {X} less to cast, where X is the total toughness of creatures you control. Defender {2}{U}{U}: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.

Commander
Land
{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Ramp
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.

Ramp
Draw
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.

Draw
Removal
Removal
Evasion
Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)

Evasion
Protection
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)

Protection
Walls and Defenders
Walls and Defenders
Finisher
Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on Twenty-Toed Toad and draw a card. Whenever Twenty-Toed Toad attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.

Finisher
Pump
Pump
Maybeboard
Roll a d20. 1—9 | Tap all creatures your opponents control. 10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. 20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.

(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

This spell can't be countered. At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil. Sacrifice another Serpent: Choose one — • Tap target permanent. Its activated abilities can't be activated this turn. • Koma gains indestructible until end of turn.

Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Cumulative upkeep {1} (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.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.

This spell can't be countered. You have no maximum hand size. Whenever an opponent casts a noncreature spell, draw a card. Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.

Whenever you cast a creature spell, choose one — • Destroy target artifact or enchantment. • Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. • You gain 4 life.

Target creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.) Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

You may have this creature enter as a copy of any creature on the battlefield, except it's a Wall in addition to its other types and has defender. When you do, tap the copied creature and it doesn't untap during its controller's untap step for as long as you control this creature.
