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Commander
At the beginning of your end step, if a creature died under your control this turn, the Ring tempts you. Whenever the Ring tempts you, target opponent reveals cards from the top of their library until they reveal a land card. Put that card onto the battlefield tapped under your control and the rest into their graveyard.

Commander
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Ramp
{2}, {T}: Target opponent mills three cards. Put a land card from their graveyard onto the battlefield tapped under your control. It gains "If this land would leave the battlefield, exile it instead of putting it anywhere else." {10}, {T}, Sacrifice Realmbreaker: Search your library for any number of Praetor cards, put them onto the battlefield, then shuffle.

Ramp
Tutor
({G/P} can be paid with either {G} or 2 life.) {1}{G/P}, {T}, Sacrifice a creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.

Tutor
Counters
Counters
Landfall
Landfall
Recursion
All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer leaves the battlefield, exile all Nightmares.

Landfall — Whenever a land you control enters, put a loyalty counter on Nissa. +1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land. −5: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.

Recursion
Mill
Trample Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.

Mill
Removal
Removal
Drain
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.

Drain
Protection
Protection
Sac Outlet
When this creature enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—{3}{B}{B}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.

Sac Outlet
Draw
Draw
Pump
Bestow {2}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.

Pump
Tokens
Tokens
Deck Info
Deck stats
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