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Commander
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control. {U}{B}{R}, Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.

Commander
Burn
Burn
Counters
Counters
Creature
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Other Rats you control have toxic 1. When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.

This creature gets +1/+0 for each other Rat you control. Threshold — Whenever you attack with one or more Rats, if seven or more cards are in your graveyard, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking.

Ward {2} If a creature an opponent controls would die, exile it instead. At the beginning of each end step, create X 1/1 black Rat creature tokens with "This token gets +1/+1 for each other Rat you control," where X is the number of creatures that were exiled under your opponents' control this turn.

Deathtouch At the beginning of your end step, if you descended this turn, each opponent may discard a card or sacrifice a permanent of their choice. Zoyowa deals 3 damage to each opponent who didn't. (You descended if a permanent card was put into your graveyard from anywhere.)

Creature
Draw
When Proft's Eidetic Memory enters, draw a card. You have no maximum hand size. At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.

(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. {1}{B}: Level 2 When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. {6}{B}: Level 3 At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)

Draw
Equipment
When this Equipment enters, you may pay {3}{U}. If you do, create a 4/4 blue Giant Wizard creature token, then attach this Equipment to it. Equipped creature gets +0/+1 and has "This creature has hexproof as long as it's untapped."(It can't be the target of spells or abilities your opponents control.) Equip {2}

Equipment
Land
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
Protection
Protection
Ramp
Ramp
Recursion
Recursion
Removal
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.) Target opponent sacrifices a creature with the greatest power among creatures they control. If the gift was promised, return target creature card from your graveyard to your hand.

Removal
Shapechanger / Creature Type
If this card is in your opening hand, you may begin the game with it on the battlefield. As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

Shapechanger / Creature Type
Theft
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they draw a card.) Enchant creature When this Aura enters, tap enchanted creature. If the gift wasn't promised, put three stun counters on it. You control enchanted creature.

Theft
Tokens
Tokens
Tutor
Return target permanent to its owner's hand. Its controller loses 3 life. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Tutor
Sideboard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Sacrifice a creature: Regenerate this creature. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard. {3}, {T}: Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.

Sideboard
Maybeboard
As an additional cost to cast this spell, you may sacrifice any number of nonland permanents. This spell costs {1} less to cast for each permanent sacrificed this way. Whenever this creature enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.

Maybeboard
Deck Info
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