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Commander
Menace Whenever Sauron attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.

Commander
Drain
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent. {1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)

Drain
Draw
Indestructible When The One Ring enters, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Draw
Land
Land
Mill
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it. If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.

Mill
Protection
Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.) Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.

Protection
Ramp
Wraith Form — This creature can't be blocked. Transdimensional Scout — When this creature deals combat damage to a player, you may pay {3} and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.

Ramp
Recursion
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.

Flying When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Recursion
Removal
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power. II — Destroy all nonlegendary creatures. III — Each opponent loses 1 life for each creature card in that player's graveyard.

Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.

Removal
Tokens
Flying When this creature enters, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) At the beginning of your upkeep, sacrifice a creature.

Tokens
Maybeboard
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Maybeboard
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