Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Draw a card. You may put a land card from your hand onto the battlefield.
Rejuvenating Springs enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.
{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
{T}: Add one mana of any color in your commander's color identity.
Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color.
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: Level 3 If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)