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Commander
Commander
Core
Core
Assassin
Assassin
Draw (handicap self damage sacrifice)
Draw (handicap self damage sacrifice)
Black Agresion (Deathtouch -1/-1 sacrifice discard)
This Equipment enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on this Equipment. Whenever equipped creature dies, put a soul counter on this Equipment. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Black Agresion (Deathtouch -1/-1 sacrifice discard)
Black Protection (recursion)
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.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.

At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

When this Equipment enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Whenever another artifact or creature you control is put into a graveyard from the battlefield, put an oil counter on this artifact. {2}{B}, {T}, Remove four oil counters from this artifact: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.

Black Protection (recursion)
Maybeboard
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.)

Whenever this creature attacks, target creature an opponent controls gets -1/-1 until end of turn. Encore {3}{B} ({3}{B}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Sacrifice this creature: Destroy target nonblack creature. Recover—Pay half your life, rounded up. (When another creature is put into your graveyard from the battlefield, you may pay half your life, rounded up. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)

Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) Backup 2 (When this creature enters, put two +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.) Menace

Partner with Evie Frye (When this creature enters, target player may put Evie into their hand from their library, then shuffle.) Whenever one or more Assassins you control deal combat damage to a player, exile up to one target Assassin card or card with freerunning from your graveyard. If you do, copy it. You may cast the copy.

Whenever a creature an opponent controls dies, exile it with a hit counter on it. Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."

First strike When this creature enters, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn. Madness {1}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

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.

Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent sacrifices a creature or planeswalker of their choice. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.

{B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.) Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)

When this creature enters, you may sacrifice a creature. When you do, target player draws two cards and loses 2 life. Plot {2}{B} (You may pay {2}{B} 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.)

Hexproof (This creature can't be the target of spells or abilities your opponents control.) {3}{B}: Until end of turn, this creature loses hexproof and gains first strike and deathtouch. (It deals combat damage before creatures without first strike. Any amount of damage it deals to a creature is enough to destroy it.)
