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Commander
Eminence — While The Knight of Commentary is in the command zone or on the battlefield, you are freely allowed to ask people for advice on your game while playing. (This includes nearby players, friends around you, and even people you message on your phone, but it all must be done in a timely fashion, courteously, and without causing large interruptions in other games.)
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Commander
Land
Land
Artifact
Artifact
Removal
Removal
Creature
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)
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When this creature enters, roll two six-sided dice. If you rolled 2, 3, or 12, sacrifice this creature. If you rolled 7 or 11, don't roll dice for this creature during any of your following upkeeps. If you rolled any other total, note that total. At the beginning of your upkeep, roll two six-sided dice. If you rolled 7, sacrifice this creature. If you roll the noted total, don't roll dice for this creature during any of your following upkeeps. Otherwise, do nothing.
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Whenever this creature blocks or becomes blocked by a creature with fewer letters in its name, destroy that creature at end of combat. (Punctuation and spaces aren't letters.) Whenever an opponent reads this creature, that player is turned to stone until end of turn. Stoned players can't attack, block, cast spells, or activate abilities.
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Creature
Sorcery
Choose another player. Look at that player's hand and choose a card other than a basic land card from it. They discard that card. At the beginning of the first upkeep in your next game with that player, look at that player's hand and choose a card other than a basic land card from it. They discard that card.
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Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
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Sorcery
Enchantment
At the beginning of your upkeep, you may say "Ach! Hans, run! It's the . . ." and the name of a creature card. If you do, search your library for a card with that name, put it onto the battlefield, then shuffle. That creature gains haste. Exile it at the beginning of the next end step.
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Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
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Pursuant to subsection 3.1(4) of Richard's Rules of Order, at the beginning of the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER. When any PLAYER does not perform all the prescribed actions in the correct order, sacrifice this enchantment and said PLAYER discards their complement of cards in hand (hereafter known as "HAND").
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When this enchantment enters, exile all creatures face down. At the beginning of each player's upkeep, that player chooses a card exiled with this enchantment at random and puts it onto the battlefield. When this enchantment leaves the battlefield, put all cards exiled with it into their owners' graveyards.
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When this enchantment enters, each player puts their library into their hand. Players have no maximum hand size and don't lose the game for drawing from an empty library. Each player can't cast more than one spell each turn. When this enchantment leaves the battlefield, each player shuffles their hand and graveyard into their library.
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Enchantment
Instant
Instant
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