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Commander
Commander
Draw
(Gain the next level as a sorcery to add its ability.) At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card. {G}{U}: Level 2 If you would create a Fish token, create a 3/3 blue Shark creature token instead. {2}{G}{U}: Level 3 If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
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Whenever a Frog you control attacks, mill three cards. Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it. You may play lands and cast spells from among cards you own in exile with croak counters on them.
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Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
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Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on Twenty-Toed Toad and draw a card. Whenever Twenty-Toed Toad attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
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Draw
Bounce
Bounce
Removal
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
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Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
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Removal
Tokens
Gift an Octopus (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create an 8/8 blue Octopus creature token.) At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
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Tokens
Counters
Counters
Protection
Ward {1} Other Frogs you control have ward {1}. When this creature enters, target creature you control can't be blocked this turn. Whenever that creature deals combat damage this turn, you may exile it. If you do, return it to the battlefield under its owner's control.
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Protection
Creature
When this creature enters, return all other nonland permanents to their owners' hands. Unearth {6}{U} ({6}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Creature
Ramp
Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced. {5}{G}{U}: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Ramp
Deck Info
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