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Commander
Commander
Counters
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: Level 3 If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.

Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Trample Whenever a creature you control becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on target creature you control other than that creature.

{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.

Counters
Protection
Ward {1} Other Frogs you control have ward {1}. When this creature enters, target creature you control can't be blocked this turn. Whenever that creature deals combat damage this turn, you may exile it. If you do, return it to the battlefield under its owner's control.

Protection
Removal
(Gain the next level as a sorcery to add its ability.) When this Class enters, target creature you control deals damage equal to its power to target creature you don't control. {1}{G}: Level 2 Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn. {3}{G}: Level 3 At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.

Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.

Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Choose target creature you control and target creature you don't control. Put a +1/+1 counter on the creature you control if the gift was promised. Then those creatures fight each other.

Offspring {1}{U} (You may pay an additional {1}{U} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, tap up to one target creature and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Removal
Anthem
Anthem
Creature
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) {2}: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)

Creature
Pump
Pump
Tokens
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, you may forage. If you do, put two +1/+1 counters on it. (To forage, exile three cards from your graveyard or sacrifice a Food.)

Gift an Octopus (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create an 8/8 blue Octopus creature token.) At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.

Tokens
Blink
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control enters, surveil 1. {1}{U}: Level 2 Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn. {3}{U}: Level 3 Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.

Blink
Draw
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.

Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn. {P}{P} — Choose artifact or enchantment. Destroy all permanents of the chosen type. {P}{P}{P} — Draw cards equal to the greatest power among creatures you control.

Offspring {4} (You may pay an additional {4} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

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.

Draw
Ramp
Ramp
Bounce
Bounce
Enchantment
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.

Enchantment
Land
Land
Recursion
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
