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Commander
You can't cast permanent spells. {4}, {T}: Add {W}{U}{B}{R}{G}. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.

Commander
Artifact
Suspend 3—{0} (Rather than cast this card from your hand, pay {0} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) {T}: Add one mana of any color.

Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves. At the beginning of your upkeep, if there are four or more cards exiled with this artifact, choose one of them at random. You may cast it without paying its mana cost.

Artifact
Creature
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, this creature gets +2/+0 until end of turn.

The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, 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.)

Creature
Enchantment
Whenever you cast an instant or sorcery spell from your hand, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control dies, exile it if it's an instant or sorcery card. You may cast that card until the end of your next turn.

The first spell you cast each turn has cascade. (When you cast your first 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.)

Enchantment
Instant
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies. Flashback {3}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Land
This land enters tapped. {T}: Add {G}. As long as you control six or more lands, lands you control have "{T}: Add one mana of any color." {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.

Land
Sorcery
Cascade, 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 of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.

Target player sacrifices half the permanents they control of their choice, rounded down. Suspend 2—{2}{B}{B} (Rather than cast this card from your hand, you may pay {2}{B}{B} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) At the beginning of each player's upkeep, if this card is suspended, that player may sacrifice a permanent of their choice. If the player does, put two time counters on this card.

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.) Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.

Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

You gain 20 life. Suspend 10—{W} (Rather than cast this card from your hand, you may pay {W} and exile it with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.

Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.

Sorcery
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