High end
91 cartas
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
Trample, haste Whenever this creature deals combat damage to a player, draw two cards. At the beginning of the end step, sacrifice this creature.
This land enters tapped with two depletion counters on it. T, Remove a depletion counter from this land: Add UU. If there are no depletion counters on this land, sacrifice it.
Ninjutsu 1R (1R, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
Sisay gets +1/+1 for each color among other legendary permanents you control. WUBRG: Search your library for a legendary permanent card with mana value less than Sisay's power, put that card onto the battlefield, then shuffle.
T, Sacrifice this artifact: Add three mana of any one color. Spend this mana only to cast your commander.
T, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Flash Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.) When this creature enters, choose a creature type. Other permanents you control of that type gain hexproof and indestructible until end of turn.
When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.) Choose a creature type. Draw a card for each permanent you control of that type.
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
Vivid — T: For each color among permanents you control, add one mana of that color.
Equipped creature gets +1/+1 and has trample and lifelink. 1: Permanents your opponents control lose hexproof and indestructible until end of turn. Equip 2
Reach, first strike Vigilance, menace Trample, lifelink Ward—Pay 7 life.
Whenever an opponent casts a spell, you may draw a card unless that player pays 1.
Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.
As an additional cost to cast this spell, sacrifice a creature. Add an amount of B equal to the sacrificed creature's mana value.
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
Whenever a player casts a spell with mana value 3 or less, this enchantment deals 2 damage to that player.
First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof.