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Commander
During your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is a 4/4 Elemental creature in addition to its other types and has indestructible, haste, and "Whenever this creature deals combat damage to a player, draw a card."

Commander
Advantage
Reach Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield. Partner (You can have two commanders if both have partner.)

Trample Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, 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.)

Advantage
Animate
Indestructible Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. {5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)

This creature enters with three +1/+1 counters on it. Whenever this creature 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 this creature.

Animate
Creature
Indestructible As long as your devotion to red and green is less than seven, Xenagos isn't a creature. At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.

Creature
Draw
Draw
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains "{T}: Add {G}{G}{G}" until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.

Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.

Enchantment
Land
{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

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 {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

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 {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Land
Protection
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)

Protection
Ramp
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.

{T}: Add {G}. Ferocious — {T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater. Eternalize {2}{G}{G} ({2}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)

Ramp
Removal
Removal
Sideboard
Trample Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.) You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.

Sideboard
Maybeboard
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

Flying, haste Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control. Whenever you expend 6, gain control of up to one target artifact for as long as you control this creature. (You expend 6 as you spend your sixth total mana to cast spells during a turn.)

Maybeboard
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