Deck filters
Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.
Commander
Flying, trample As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way. When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.

Commander
Board Wipe
Board Wipe
Card 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.

Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card. Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.

Card Draw
Counter Generator
Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)

Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.

(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.

Vigilance Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability.

At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. {3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)

{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.

Whenever you untap one or more permanents during your untap step, put that many time counters on The Millennium Calendar. {2}, {T}: Double the number of time counters on The Millennium Calendar. When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.

Each other nontoken creature you control enters with an additional +1/+1 counter on it. {1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)

At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)

Counter Generator
Counterspell
Counterspell
Evasion
When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.) Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.

Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control. Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.

Evasion
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Land
Mass Protection
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)

Mass Protection
Ramp
Reach Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.) Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Ramp
Spot Removal
Spot Removal
Theme Synergy
This creature enters with X +1/+1 counters on it. If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead. {T}, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.

Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Theme Synergy
Maybeboard
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}

Devoid (This card has no color.) {1}{G}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."

Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead. {1}{G}, {T}: Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery. Cycling {2} ({2}, Discard this card: Draw a card.)

Reach, trample Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power. Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Reach, trample, indestructible Sab-Sunen can't attack or block unless it has an even number of counters on it. (Zero is even.) At the beginning of your first main phase, put a +1/+1 counter on Sab-Sunen. Then if it has an odd number of counters on it, draw two cards.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) III — Diamond Dust — Draw a card for each tapped creature your opponents control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. II, III, IV — Tap up to one target creature and put a stun counter on it. Flying

When Zegana enters, if you control another creature with a +1/+1 counter on it, draw a card. {4}{G}{U}: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.) Each creature you control with a +1/+1 counter on it has trample.

Maybeboard
Deck Info
Deck stats
Deck extras (0)
Description
No description yet.