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Commander
Flying Whenever Yusri attacks, choose a number between 1 and 5. Flip that many coins. For each flip you win, draw a card. For each flip you lose, Yusri deals 2 damage to you. If you won five flips this way, you may cast spells from your hand this turn without paying their mana costs.

Commander
Creature
Partner with Zndrsplt, Eye of Wisdom (When this creature enters, target player may put Zndrsplt into their hand from their library, then shuffle.) At the beginning of combat on your turn, flip a coin until you lose a flip. Whenever a player wins a coin flip, double Okaun's power and toughness until end of turn.

Partner with Okaun, Eye of Chaos (When this creature enters, target player may put Okaun into their hand from their library, then shuffle.) At the beginning of combat on your turn, flip a coin until you lose a flip. Whenever a player wins a coin flip, draw a card.

Creature
Instant
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.

Instant
Ramp
Ramp
Artifact
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Draw
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.

Draw
Land
If you control two or more other lands, this land enters tapped. {T}: Add {R}. {3}{R}: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.

Land
Tokens
Tokens
Burn
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Burn
Enchantment
At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on this enchantment. If you lose the flip, remove a fuse counter from this enchantment. Remove five fuse counters from this enchantment and sacrifice it: It deals 20 damage to target player or planeswalker.

Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.

Enchantment
Removal
At the beginning of your upkeep, create a colorless artifact token named Land Mine with "{R}, Sacrifice this token: This token deals 2 damage to target attacking creature without flying." Then flip a coin. If you lose the flip, this creature deals 2 damage to itself.

Removal
Tutor
Tutor
Copy
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy. Partner (You can have two commanders if both have partner.)

Copy
Finisher
Finisher
Protection
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control. 1—14 | You may choose new targets for that spell or ability. 15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.

Protection
Sorcery
Sorcery
Sideboard
Sideboard
Maybeboard
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.) Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.

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.)

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Maybeboard
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