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Anthem
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.

First Contact — Whenever Overseer of Vault 76 or another creature you control with power 3 or less enters, put a quest counter on Overseer of Vault 76. At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.

Anthem
Copy
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it. {T}: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.

Copy
Draw
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.

Whenever this creature enters or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever a token you control leaves the battlefield, put a +1/+1 counter on this creature.

Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.

Flying ED-E My Love — Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, put a quest counter on it. {2}, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.

Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.

First strike Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever you sacrifice a Junk, add {R}.

Other creatures you control are Assassins in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. Face-down creatures you control have menace. Whenever a permanent you control is turned face up, you draw a card and you lose 1 life.

Other creatures you control are Assassins in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. Face-down creatures you control have menace. Whenever a permanent you control is turned face up, you draw a card and you lose 1 life.

{1}, {T}: Choose one that hasn't been chosen — • Stimpak — Draw a card. • Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") • RadAway — Target player loses all rad counters. Sacrifice this artifact.

{T}: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.

Draw
Pump
When this Equipment enters, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") {3}, Sacrifice another artifact: Double equipped creature's power until end of turn. Equip {1}

The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra and create a Food token. Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.

Pump
Stax
When this creature enters, choose one — • Tax — Until your next turn, spells your opponents cast cost {1} more to cast. • Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)

Stax
Counters
Counters
Evasion
Menace (This creature can't be blocked except by two or more creatures.) Tunnel Snakes Rule! — Whenever Butch DeLoria attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control. {1}{B}: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.

Bestow—{R}, Collect evidence 6. (To pay this bestow cost, pay {R} and exile cards with total mana value 6 or greater from your graveyard.) Flying, haste Enchanted creature gets +2/+2 and has flying and haste. You may cast this card from your graveyard using its bestow ability.

Evasion
Ramp
Devoid (This card has no color.) When this enchantment enters, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add {C}." Eldrazi you control have "{T}: Add one mana of any color." Whenever you cast a creature spell with mana value 7 or greater, you gain 4 life.

Whenever you cast your first spell during each of your turns, exile the top card of target opponent's library and create a Treasure token. Then you may cast the exiled card without paying its mana cost if it's a spell with mana value less than the number of artifacts you control. If you don't cast it this way, you may cast it this turn.

Ramp
Theft
Theft
Creature
Creature
Finisher
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Finisher
Recursion
As this enchantment enters, choose NCR or Legion. • NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. • Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.

Vigilance Whenever Desdemona attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)

Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.

Flash When this creature enters, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.

Recursion
Tokens
{1}{C}, {T}: Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}." Whenever another Eldrazi you control dies, put a +1/+1 counter on this artifact. As long as this artifact has eight or more +1/+1 counters on it, it's a 0/0 creature in addition to its other types and it has annihilator 2.

Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token. {4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.

Squad—Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) Menace (This creature can't be blocked except by two or more creatures.)

Tokens
Burn
Burn
Land
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) {T}: Add {C}. {T}: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.

Land
Protection
Protection
Removal
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.

When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {T}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.

Reach, lifelink One for My Baby — Whenever you attack with two or more creatures, put two quest counters on Craig Boone. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature's controller has Craig Boone deal that much damage to them.

Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (Each deals damage equal to its power to the other.)

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Creatures target player controls gain trample until end of turn. • Savage Alliance deals 2 damage to target creature. • Savage Alliance deals 1 damage to each creature target opponent controls.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, you create a 1/1 white Human Soldier creature token. II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.

Flying, hexproof from activated and triggered abilities When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get {E}{E}{E}{E}, then sacrifice that creature unless you pay an amount of {E} equal to its mana value.

Removal
Tutor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a card, exile it face down, then shuffle. II — Turn the exiled card face up. If it's a creature card, you lose life equal to its mana value. III — You may put the exiled card onto the battlefield if it's a creature card. If you don't put it onto the battlefield, put it into its owner's hand.

Tutor
Deck Info
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