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Commander
Whenever Shagrat attacks, attach up to one target Equipment to it. Then amass Orcs X, where X is the number of Equipment attached to Shagrat. (Control of the Equipment doesn't change. To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Commander
Finisher
Whenever one or more modified creatures you control attack, untap all modified creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. (Equipment, Auras you control, and counters are modifications.)

Damage can't be prevented this turn. If a source you control would deal damage this turn to an opponent or a permanent an opponent controls, it deals triple that damage instead. Flashback {4}{R}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Finisher
Ramp
Whenever you cast a historic spell, create a Treasure token. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.) {T}, Sacrifice a Treasure: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Up to one target creature can't block for as long as you control this Saga. The Ring tempts you. II — Search your library for a Mountain card, put it onto the battlefield, then shuffle. III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When Smaug dies, create fourteen Treasure tokens."

Ramp
Land
Land
Removal
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Removal
Lifegain
Lifegain
Tokens
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) {7}{R}: This enchantment deals 7 damage to target creature.

Landfall — Whenever a land you control enters, create a colorless Equipment artifact token named Rock with "Equipped creature has '{1}, {T}, Sacrifice Rock: This creature deals 2 damage to any target'" and equip {1}. Partner (You can have two commanders if both have partner.)

Tokens
Draw
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life. Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value. Equip—Discard a card.

As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark." +1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature. −5: Draw two cards. −10: Add ten mana of any one color.

Draw
Protection
Permanents you control have "Ward—Sacrifice a permanent." Each artifact card in your graveyard has unearth {1}{B}{R}. ({1}{B}{R}: Return the card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Protection
Tutor
Tutor
Pump
(Gain the next level as a sorcery to add its ability.) When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip {2}. {2}{R}: Level 2 At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control. {3}{R}: Level 3 During your turn, equipped creatures you control have double strike and haste.

Pump
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