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Commander
Whenever a Warrior attacks, you may have its controller create a 1/1 white Warrior creature token that's tapped and attacking. {W}{U}{B}{R}{G}: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat.

Commander
Cheating
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.

Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.

Undaunted (This spell costs {1} less to cast for each opponent.) Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.

+1: Exile the top three cards of your library. Creature cards exiled this way gain "You may cast this card from exile as long as you control a Lukka planeswalker." −2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with greater mana value. Put that card onto the battlefield and the rest on the bottom of your library in a random order. −7: Each creature you control deals damage equal to its power to each opponent.

{2}{U}, {T}: Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield and the rest on the bottom of their library in any order. Activate only as a sorcery.

Put target permanent you own on the bottom of your library. Reveal cards from the top of your library until you reveal a card that shares a card type with that permanent. Put that card onto the battlefield and the rest on the bottom of your library 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.)

Cheating
Cheating Fodder
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls. • Will of the Mardu deals damage to target creature equal to the number of creatures you control.

Cheating Fodder
Draw
(Gain the next level as a sorcery to add its ability.) Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card. {2}{R}: Level 2 Noncreature spells you cast cost {1} less to cast. {2}{R}: Level 3 If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.

At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)

(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.

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.

Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order. Plot {1}{B}{G} (You may pay {1}{B}{G} 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.)

Draw
Experience Makers
Whenever another creature you control dies, you get an experience counter. At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.

Experience Makers
Experience Moochers
Minthara has ward {X}, where X is the number of experience counters you have. At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter. Creatures you control get +1/+0 for each experience counter you have.

Flying, lifelink, haste Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have. {2}{R}{W}, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.

Experience Moochers
Grave Hate + Recursion
{T}: Exile target card from a graveyard. {6}, {T}, Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.

Grave Hate + Recursion
Land
Land
Mass Disruption
Mass Disruption
Protection
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs {2} less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)

Protection
Ramp
Ramp
Synergy
Synergy
Target Disruption
For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.

Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Destroy target artifact or creature you don't control. If that permanent is destroyed this way, its controller exiles cards from the top of their library until they exile a nonland card, then they may cast that card without paying its mana cost.

Target Disruption
Maybeboard
Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)

Whenever Azlask or another colorless creature you control dies, you get an experience counter. {W}{U}{B}{R}{G}: Creatures you control get +X/+X until end of turn, where X is the number of experience counters you have. Scions and Spawns you control gain indestructible and annihilator 1 until end of turn.

Exile target creature an opponent controls. That player reveals cards from the top of their library until a creature card is revealed. The player puts that card onto the battlefield, then shuffles the rest into their library. 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.)

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.

Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)

Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.

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.

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
