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Commander
Verazol enters with a +1/+1 counter on it for each mana spent to cast it. Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Commander
Copy
Copy
Counters
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way. Overload {4}{G}{G} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) If this creature was kicked, it enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever this creature attacks while saddled, double the number of +1/+1 counters on target creature. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Trample, haste 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. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.

Counters
Creature
Creature
Draw
Whenever you cast a kicked spell, draw a card, then discard a card. When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Kicker {2}{U}{U} Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.

Draw
Land
Land
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.)

Kicker {1} (You may pay an additional {1} as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Protection
Ramp
Kicker {2} (You may pay an additional {2} as you cast this spell.) Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.

Devoid (This card has no color.) Kicker {1}{C} (You may pay an additional {1}{C} as you cast this spell.) When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle. When you cast this spell, if it was kicked, exile target land.

Ramp
Recursion
Recursion
Removal
Kicker {2}{G} Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.

Removal
Tokens
Kicker {3} If this creature was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control. When this creature becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.

Tokens
Deck Info
Deck stats
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Description
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