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Whenever you gain life, put a +1/+1 counter on this creature.
Whenever you gain life, put a +1/+1 counter on this creature.
This spell costs 3 less to cast if it targets a tapped creature. Destroy target creature.
At the beginning of each player's end step, if an artifact entered the battlefield under your control this turn, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
At the beginning of each player's end step, if an artifact entered the battlefield under your control this turn, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli gets +2/+2 and has trample. Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli gets +2/+2 and has trample. Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
First strike, vigilance Akiri gets +1/+0 for each artifact you control. Partner (You can have two commanders if both have partner.)
Whenever a Samurai or Warrior you control attacks alone, you may discard a card. If you do, draw a card.
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
Defender When this creature enters, an opponent gains control of it. At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
Destroy all artifacts, creatures, and enchantments. Cycling 3 (3, Discard this card: Draw a card.)
This spell can't be countered. Flying, trample, protection from white and from blue R: Akroma gets +1/+0 until end of turn. Morph 3RRR (You may cast this card face down as a 2/2 creature for 3. Turn her face up any time for her morph cost.)
Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner
Flying, trample Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Whenever this creature or another creature or artifact you control dies, target opponent loses 1 life and you gain 1 life.
Creatures you control get +0/+1 and have vigilance. At the beginning of combat on your turn, choose up to one target Mount or Vehicle you control. Until end of turn, that permanent becomes saddled if it's a Mount and becomes an artifact creature if it's a Vehicle.
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Flying Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying. Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
First strike T: Add an amount of R equal to the greatest power among creatures you control that entered this turn. Partner (You can have two commanders if both have partner.)
If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.