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Commander
Commander
Draw
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.

Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When this Aura is put into a graveyard from the battlefield, draw a card. Plot {R} (You may pay {R} 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.)

Lifelink Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn. When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)

Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.

Draw
Protection
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

Protection
Token Synergy
If one or more tokens would be created under your control, twice that many of those tokens are created instead. {1}{W/P}{W/P}, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ({W/P} can be paid with either {W} or 2 life.)

First strike, lifelink Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.

Token Synergy
+1+1 for each
Bestow {2}{W}{W} (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 +1/+1 for each creature you control and +1/+1 for each Aura you control.

+1+1 for each
Haste Enabler
Haste Enabler
Ramp
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token. At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") When enchanted creature dies, draw a card.

Ramp
Aura Synergy
Enchant creature you control When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 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.) Enchanted creature gets +1/+1 and has trample.

Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.

Enchant creature Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.

Aura Synergy
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 {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Land
Removal
Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature has ward {2}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

Removal
Cost Reducer
Lifelink Enchantment spells you cast have affinity for Auras. (They cost {1} less to cast for each Aura you control.) Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)

Cost Reducer
Moves/Recurses Auras
Flying When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.

Moves/Recurses Auras
Token Creator
Bestow {2}{W} (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.) Afterlife 1 (When this permanent is put into a graveyard from the battlefield, create a 1/1 white and black Spirit creature token with flying.) Enchanted creature gets +1/+1 and has afterlife 1.

Token Creator
Sideboard
Morbid — This spell costs {3} less to cast if a creature died this turn. Enchant creature When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase. Enchanted creature gets +2/+2 and has haste.

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.

Sideboard
Maybeboard
Flying, first strike At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.

When this creature enters, choose one — • Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield. • Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)

Vigilance When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.

Reach, lifelink One for My Baby — Whenever you attack with two or more creatures, put two quest counters on Craig Boone. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature's controller has Craig Boone deal that much damage to them.

At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.

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.) Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.

You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)

Whenever an opponent draws their first card each turn, if it's not their turn, you create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target." Whenever one or more Devils you control attack one or more players, you and those players each draw a card, then discard a card at random.

Maybeboard
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