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First strike, vigilance, trample
At the beginning of combat on your turn, another target Elemental you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Flying
Whenever this creature deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
Legendary creatures you control get +X/+X, where X is the number of legendary creatures you control.
Whenever you cast a legendary spell from your hand, exile cards from the top of your library until you exile a legendary nonland card with lesser mana value. You may cast that card without paying its mana cost. Put the rest on the bottom of your library in a random order.
Protection from monocolored
Whenever you cast a spell with hybrid mana in its mana cost, copy it. You may choose new targets for the copy.
Vigilance, menace, trample, haste
Whenever one or more Mutants, Ninjas, and/or Turtles you control deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card.
If The Snapstone Wielder is your commander and your deck contains no land cards, your starting hand size is four and for the rest of the game, at the beginning of your upkeep, you get a mana counter. During each of your turns, you can spend mana of any color equal to the number of mana counters you have. (You want mana on opponent's turns, you're on your own. Who needs instant-speed interaction—)
Whenever The Snapstone Wielder enters or attacks, cast a random nonland Magic card without paying its mana cost. If it has targets, choose the targets at random.
If you would lose unspent mana, that mana becomes black instead.
At the beginning of your first main phase, look at the top card of your library. You may reveal that card if it has three or more colored mana symbols in its mana cost. If you do, add three mana in any combination of its colors and put it into your hand. If you don't reveal it, put it into your hand.
The "legend rule" doesn't apply to Slivers you control.
Each Sliver creature card in your graveyard has encore , where X is its mana value.
Encore (, 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.)
When this Siege enters, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Flying, hexproof from monocolored
Each instant and sorcery card in your graveyard that's exactly two colors has jump-start. (You may cast that card from your graveyard by discarding a card in addition to paying its other costs. Then exile it.)
Whenever you cast a signed spell or play a signed land, copy it. (A signed card is a card signed by its artist, designer, or someone else it's strongly associated with.)
Discard a signed card: Destroy target creature with a name that has a five or fewer letter length difference from the person who signed the discarded card.
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Flying, first strike, vigilance, trample, lifelink
Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.
Enchant land
: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
As long as this creature is your commander, you may play cards from any game in your deck as long as they can be reasonably translated into Magic. They all fit within this Commander's color identity.
: Create one resource of any type. (Mana or otherwise.)
Flash
Flying, trample, haste
When Nira, Hellkite Duelist enters, the next time you would lose the game this turn, instead draw three cards and your life total becomes 5.
First strike, vigilance
Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
The Beleaguered Boxer can't be your Commander unless your deck is 100 cards and originally built out of no more than 36 booster packs, plus basic lands.
When The Beleaguered Boxer enters the battlefield, open a Magic booster pack. Remove up to three cards in your hand or graveyard from your deck permanently. For each card removed this way, add a card from that pack to your hand. Those cards are now permanently part of your deck.
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
: Lock or unlock a door of target Room you control. Activate only as a sorcery.