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Commander
Legendary creatures you control get +X/+X, where X is the number of legendary creatures you control. Whenever you cast a legendary spell from your hand, exile cards from the top of your library until you exile a legendary nonland card with lesser mana value. You may cast that card without paying its mana cost. Put the rest on the bottom of your library in a random order.

Commander
Planeswalker
Lands you control have "{T}: Add one mana of any color." +1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land. −2: Mill three cards. You may put a permanent card from among the milled cards into your hand. −7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."

Planeswalker
Artifact
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Each legendary creature you control gets +1/+1 for each other legendary creature you control. {X}, {T}: Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Artifact
Sorcery
The Ring tempts you. Then reveal cards from the top of your library until you reveal X land cards, where X is the number of legendary creatures you control. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.

Sorcery
Creature
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.) Whenever Alistair attacks, you may pay {8}. If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.

Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.

{2}, {T}: Create a 0/1 green Egg creature token with defender. Whenever an Egg you control dies, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.

Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.) Whenever a goaded attacking or blocking creature dies, you create a Treasure token. Choose a Background (You can have a Background as a second commander.)

Creature tokens you control have haste. At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.

The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent you control enters, you may pay {1}. If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.

Flash You may cast legendary spells and artifact spells as though they had flash. If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn. {1}{G}: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land. Partner (You can have two commanders if both have partner.)

Reach Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield. Partner (You can have two commanders if both have partner.)

Changeling (This card is every creature type.) As Morophon enters, choose a creature type. Spells of the chosen type you cast cost {W}{U}{B}{R}{G} less to cast. This effect reduces only the amount of colored mana you pay. Other creatures you control of the chosen type get +1/+1.

As Rukarumel enters, choose a creature type. Slivers you control and nontoken creatures you control are the chosen type in addition to their other creature types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. {3}, {T}: Create a 1/1 colorless Sliver creature token.

Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.

Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."

Creature
Enchantment
When Kellan Joins Up enters, you may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.) Whenever a legendary creature you control enters, put a +1/+1 counter on each creature you control.

If this card is in your opening hand, you may begin the game with it on the battlefield. As this enchantment enters, choose a creature type. Creatures you control are the chosen type 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.

Enchantment
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.

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.

This land enters tapped. {T}: Add {G}. As long as you control six or more lands, lands you control have "{T}: Add one mana of any color." {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
