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Commander
Commander
Drain
When this creature enters, you take the initiative. If a creature an opponent controls would die, instead exile it and put a hit counter on it. Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.

Drain
Land
Minas Morgul enters tapped. {T}: Add {B}. {3}{B}, {T}: Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)

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.)

Land
Ramp
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

When this artifact enters, you take the initiative. {T}: Add {C}. If you have the initiative, add {C}{C} instead. {3}, {T}: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.

Ramp
Blink
Blink
Draw
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)

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 has every creature type.)

This artifact enters tapped. {2}, {T}, Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)

Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip {2}{U}

Draw
Recursion
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else. Escape—{3}{B}{B}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Recursion
Copy
Create a token that's a copy of target artifact or creature. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

When this creature enters, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)

Copy
Evasion
Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)

Evasion
Removal
Vigilance This creature can't be blocked by creatures with power 2 or greater. Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.

Flying When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.

Etrata can't be blocked. Whenever Etrata deals combat damage to a player, exile target creature that player controls and put a hit counter on that card. That player loses the game if they own three or more exiled cards with hit counters on them. Etrata's owner shuffles Etrata into their library.

Removal
Creature
Creature
Protection
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)

Protection
Theft
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.

Theft
Sideboard
Crash Landing — Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Goblin Camp — Create a Treasure token. Emerald Grove — Create a 2/2 white Knight creature token. Auntie's Teahouse — Scry 3. Defiled Temple — You may sacrifice a permanent. If you do, draw a card. Mountain Pass — You may put a land card from your hand onto the battlefield. Ebonlake Grotto — Create two 1/1 blue Faerie Dragon creature tokens with flying. Grymforge — For each opponent, goad up to one target creature that player controls. Githyanki Crèche — Distribute three +1/+1 counters among up to three target creatures you control. Last Light Inn — Draw two cards. Reithwin Tollhouse — Roll 2d4 and create that many Treasure tokens. Moonrise Towers — Instant and sorcery spells you cast this turn cost 3 less to cast. Gauntlet of Shar — Each opponent loses 5 life. Balthazar's Lab — Return up to two target creature cards from your graveyard to your hand. Circus of the Last Days — Create a token that's a copy of one of your commanders, except it's not legendary. Undercity Ruins — Create three 4/1 black Skeleton creature tokens with menace. Steel Watch Foundry — You get an emblem with "Creatures you control get +2/+2 and have trample." Ansur's Sanctum — Reveal the top four cards of your library and put them into your hand. Each opponent loses life equal to those cards' total mana value. Temple of Bhaal — Creatures your opponents control get -5/-5 until end of turn.

Yawning Portal — You gain 1 life. (Leads to: Dungeon Level) Dungeon Level — Scry 1. (Leads to: Goblin Bazaar, Twisted Caverns) Goblin Bazaar — Create a Treasure token. (Leads to: Lost Level) Twisted Caverns — Target creature can't attack until your next turn. (Leads to: Lost Level) Lost Level — Scry 2. (Leads to: Runestone Caverns, Muiral's Graveyard) Runestone Caverns — Exile the top two cards of your library. You may play them. (Leads to: Deep Mines) Muiral's Graveyard — Create two 1/1 black Skeleton creature tokens. (Leads to: Deep Mines) Deep Mines — Scry 3. (Leads to: Mad Wizard's Lair) Mad Wizard's Lair — Draw three cards and reveal them. You may cast one of them without paying its mana cost.

Cave Entrance — Scry 1. (Leads to: Goblin Lair, Mine Tunnels) Goblin Lair — Create a 1/1 red Goblin creature token. (Leads to: Storeroom, Dark Pool) Mine Tunnels — Create a Treasure token. (Leads to: Dark Pool, Fungi Cavern) Storeroom — Put a +1/+1 counter on target creature. (Leads to: Temple of Dumathoin) Dark Pool — Each opponent loses 1 life and you gain 1 life. (Leads to: Temple of Dumathoin) Fungi Cavern — Target creature gets -4/-0 until your next turn. (Leads to: Temple of Dumathoin) Temple of Dumathoin — Draw a card.

Trapped Entry — Each player loses 1 life. (Leads to: Veils of Fear, Oubliette) Veils of Fear — Each player loses 2 life unless they discard a card. (Leads to: Sandfall Cell) Sandfall Cell — Each player loses 2 life unless they sacrifice a creature, artifact, or land of their choice. (Leads to: Cradle of the Death God) Oubliette — Discard a card and sacrifice a creature, an artifact, and a land. (Leads to: Cradle of the Death God) Cradle of the Death God — Create The Atropal, a legendary 4/4 black God Horror creature token with deathtouch.

Sideboard
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