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Commander
Marath, Will of the Wild enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. {X}, Remove X +1/+1 counters from Marath: Choose one — • Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
Commander
Land
Land
Artifact
Artifact
Planeswalker
+1: Distribute three +1/+1 counters among one, two, or three target creatures you control. +1: Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order. −8: You gain 100 life.
+1: Add {R} or {G}. If that mana is spent on a creature spell, it gains riot. (It enters with your choice of a +1/+1 counter or haste.) −3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. −8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
+1: Add X mana in any combination of {R} and/or {G}, where X is the number of creatures you control. 0: Create a 2/2 red and green Satyr creature token with haste. −6: Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield.
Planeswalker
Creature
First strike Survey the Realm — Whenever Black Panther or another creature you control enters, put a +1/+1 counter on target land you control. Mine Vibranium — {3}: Move all +1/+1 counters from target land you control onto target creature. If one or more +1/+1 counters are moved this way, you gain that much life and draw a card.
Trample Botanical Brawler enters with two +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on Botanical Brawler.
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead. Choose a Background (You can have a Background as a second commander.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever Ornery Tumblewagg 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.)
Threefold Thunderhulk enters with three +1/+1 counters on it. Whenever Threefold Thunderhulk enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power. {2}, Sacrifice another artifact: Put a +1/+1 counter on Threefold Thunderhulk.
Creature
Sorcery
Manifest dread X times, then put X +1/+1 counters on each of those creatures. (To manifest dread, look at the top two cards of your library, then put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Sorcery
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Enchantment
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.
Instant
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