Original / 100-CARD BUILD
The Council of Four
There is value in company.
Two spells, another recruit. Browse the original’s cards and rules.
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MEET YOUR COMMANDERThe Council of Four
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The Council of Four
Legendary Creature — Human Noble
Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
CLB #271 · Cached local printing
STRATEGY · 3 PHASES
How this build plays
Original is a Knight combat deck with a draw engine in the command zone. Knight entries and attacks build cards, while second-spell turns make more Knights for the next attack.
- 01SET THE STAGE
Invite the Knights into the library
Choose Knight for Kindred Discovery. A Knight entering or attacking draws a card, and your second draw on your own turn triggers the Council for another card. The Council checks the second draw only once on each player’s turn; its extra draw does not restart that threshold.
- The Council of Four
- Kindred Discovery
Rules text for these cards
The Council of Four
Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
Kindred Discovery
As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.
- 02BUILD THE ENGINE
Two spells, another recruit
Cast two spells in one turn with the Council in play to make a Knight token. Worthy Knight separately makes a Human token when you cast a Knight spell, so a Knight as the second spell can develop both engines. Humans do not automatically gain Knight-only bonuses.
- The Council of Four
- Worthy Knight
Rules text for these cards
The Council of Four
Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
Worthy Knight
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
- 03CARRY IT THROUGH
Give the cavalry a clear route
Herald of Hoofbeats gives your other Knights horsemanship, limiting which creatures can block them. Knight Exemplar strengthens the other Knights and gives them indestructible. The Exemplar does not protect itself, and indestructible does not stop exile or toughness reduction.
- Herald of Hoofbeats
- Knight Exemplar
Rules text for these cards
Herald of Hoofbeats
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Other Knights you control have horsemanship.
Knight Exemplar
First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
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Commander
1 cardCreature
33 cardsArtifact
11 cardsEnchantment
7 cardsInstant
11 cardsSorcery
1 cardLand
36 cardsPREGAME CONVERSATION · Planned
Commander Bracket Assessment
Rules-Based Bracket: No raised minimumEstimated Power Bracket: Mid 2–Mid 3Based on the 100-card main deck; sideboard excluded. The Rules-Based Bracket is the lowest bracket this card list allows under Commander bracket rules. The Estimated Power Bracket is a personal estimate of how strongly the deck plays. It is not an official rating.
Evidence and limitations
Rules-Based Bracket · minimum
- No raised minimum found in the checked restrictions. This does not establish Exhibition intent, Core fit or absence of every possible combo.
Exact Game Changers: None.
Mass land denial registry: None identified in the checked registry. Modal or repeated-land targeting still requires a pregame discussion.
Your extra-turn cards: None identified in the checked registry. Opponent turns from Emrakul or gifts are not counted as your own chain.
Confirmed early two-card lethal or turn-chain flags are not inferred from keywords. This is a lower bound, not a complete combo solver or permission to delay a consistently early line until turn seven. Agreed Rule Zero / Exhibition exceptions are outside this ordinary-restriction check.
Estimated Power Bracket · Mid 2–Mid 3
Estimated from the card list alone, not from tracked win rates or game results.
Knight draw and evasion make cohesive combat pressure, with ordinary rocks and counters rather than a compact tutored combo. The five-mana commander is a value engine, not a fast win by itself.
Assembly and timing: A board and a later attack are needed for most finishes. Second-draw thresholds are once per active player turn and do not chain recursively.
Recovery and constraints: Indestructible and protection help, but exile or commander removal can dismantle a tribal board; card draw can rebuild it.
Curve: 3.11 average nonland mana value. Cheap mana/land-search text: Sol Ring · Arcane Signet · Azorius Signet · Talisman of Progress · Mind Stone · Fellwar Stone · Sword of the Animist. This text-derived reading aid is not an official score.
Search-library evidence: Knight of the White Orchid · Sword of the Animist. This includes restricted and land searches; efficient tutor overlap is reviewed separately above. There is no official tutor-count cap.
Fast mana indicators: Sol Ring. Conditional free interaction: None identified in the checked registry. Conditions and resource costs still apply.
Key cards: Kindred Discovery · Herald of Hoofbeats · Knight Exemplar · The Council of Four.
Official sources checked 2026-10-31; criteria update 2025-10-21, Game Changers update 2026-02-09. Method and official source links. Brackets 4 and 5 share structural freedom; competitive intent cannot be inferred from these counts.

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The Council of Four
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Creature — Human Noble
Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.

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Dauntless Bodyguard
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
As this creature enters, choose another creature you control. Sacrifice this creature: The chosen creature gains indestructible until end of turn.

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Knight of the White Orchid
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
First strike When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.

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Knight of the Holy Nimbus
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Rebel Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If this creature would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.) {2}: This creature can't be regenerated this turn. Only your opponents may activate this ability.

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Worthy Knight
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Whenever you cast a Knight spell, create a 1/1 white Human creature token.

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Marshal of Zhalfir
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Other Knights you control get +1/+1. {W}{U}, {T}: Tap another target creature.

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Acclaimed Contender
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

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Silverblade Paladin
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have double strike.

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Knight Exemplar
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)

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Benalish Marshal
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Other creatures you control get +1/+1.

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Guardian of Faith
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Spirit Knight
Flash Vigilance When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)

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Adeline, Resplendent Cathar
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Creature — Human Knight
Vigilance Adeline's power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.

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Lyev Skyknight
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Flying When this creature enters, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)

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Xerex Strobe-Knight
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Flying, vigilance {T}: Create a 2/2 white and blue Knight creature token with vigilance. Activate only if you've cast two or more spells this turn.

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Grand Abolisher
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.

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Battle Angels of Tyr
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Angel Knight
Flying, myriad Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.

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Kinsbaile Cavalier
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Kithkin Knight
Knight creatures you control have double strike.

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Valiant Knight
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Other Knights you control get +1/+1. {3}{W}{W}: Knights you control gain double strike until end of turn.

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Herald of Hoofbeats
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Other Knights you control have horsemanship.

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Vodalian Wave-Knight
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Merfolk Knight
Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.

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Knight of the New Coalition
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Vigilance When this creature enters, create a 2/2 white and blue Knight creature token with vigilance.

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Hero of Bladehold
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.

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Cavalier of Dawn
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Elemental Knight
Vigilance When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When this creature dies, return target artifact or enchantment card from your graveyard to your hand.

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Dion, Bahamut's Dominant
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Creature — Human Noble Knight
Dragonfire Dive — During your turn, Dion and other Knights you control have flying. When Dion enters, create a 2/2 white Knight creature token. {4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. (As this Saga enters and after your draw step, add a lore counter.) I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). Flying

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Summon: Knights of Round
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment Creature — Saga Knight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) I, II, III, IV — Create three 2/2 white Knight creature tokens. V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. Indestructible

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Mirran Crusader
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Double strike, protection from black and from green

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Fiendslayer Paladin
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature can't be the target of black or red spells your opponents control.

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Riders of Gavony
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Vigilance As this creature enters, choose a creature type. Human creatures you control have protection from creatures of the chosen type.

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Basri's Lieutenant
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
Vigilance, protection from multicolored When this creature enters, put a +1/+1 counter on target creature you control. Whenever this creature or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.

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Thistledown Liege
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Kithkin Knight
Flash Other white creatures you control get +1/+1. Other blue creatures you control get +1/+1.

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Knight of Grace
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.) This creature gets +1/+0 as long as any player controls a black permanent.

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Syr Alin, the Lion's Claw
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Whenever Syr Alin attacks, other creatures you control get +1/+1 until end of turn.

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Sol Ring
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
{T}: Add {C}{C}.

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Arcane Signet
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
{T}: Add one mana of any color in your commander's color identity.

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Azorius Signet
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
{1}, {T}: Add {W}{U}.

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Talisman of Progress
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
{T}: Add {C}. {T}: Add {W} or {U}. This artifact deals 1 damage to you.

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Mind Stone
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

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Fellwar Stone
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.

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Herald's Horn
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

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Sword of the Animist
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

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History of Benalia
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 white Knight creature token with vigilance. III — Knights you control get +2/+1 until end of turn.

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The Circle of Loyalty
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Artifact
Affinity for Knights (This spell costs {1} less to cast for each Knight you control.) Creatures you control get +1/+1. Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance. {3}{W}, {T}: Create a 2/2 white Knight creature token with vigilance.

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Chivalric Alliance
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment
Whenever you attack with two or more creatures, draw a card. {2}, Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.

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Kindred Discovery
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment
As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.

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Vanquisher's Banner
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. Whenever you cast a creature spell of the chosen type, draw a card.

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Radiant Destiny
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

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Icon of Ancestry
1 in main deck · Printing not specified · Representative scan (edition not specified)
Artifact
As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {3}, {T}: Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

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Anointed Procession
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

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Swords to Plowshares
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Exile target creature. Its controller gains life equal to its power.

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Path to Exile
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

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Generous Gift
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

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Counterspell
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Counter target spell.

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Dovin's Veto
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
This spell can't be countered. Counter target noncreature spell.

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Galadriel's Dismissal
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)

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Austere Command
1 in main deck · Printing not specified · Representative scan (edition not specified)
Sorcery
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.

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Unbreakable Formation
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Creatures you control gain indestructible until end of turn. Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.

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Flawless Maneuver
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Creatures you control gain indestructible until end of turn.

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And They Shall Know No Fear
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.

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Akroma's Will
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

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Selfless Spirit
1 in main deck · Printing not specified · Representative scan (edition not specified)
Creature — Spirit Cleric
Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.

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Smuggler's Share
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.

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Tocasia's Welcome
1 in main deck · Printing not specified · Representative scan (edition not specified)
Enchantment
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.

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Reprieve
1 in main deck · Printing not specified · Representative scan (edition not specified)
Instant
Return target spell to its owner's hand. Draw a card.

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Bennie Bracks, Zoologist
1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Creature — Elf Druid
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.) At the beginning of each end step, if you created a token this turn, draw a card.

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Command Tower
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{T}: Add one mana of any color in your commander's color identity.

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Exotic Orchard
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{T}: Add one mana of any color that a land an opponent controls could produce.

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Adarkar Wastes
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.

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Nimbus Maze
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{T}: Add {C}. {T}: Add {W}. Activate only if you control an Island. {T}: Add {U}. Activate only if you control a Plains.

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Mystic Gate
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{T}: Add {C}. {W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.

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Skycloud Expanse
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{1}, {T}: Add {W}{U}.

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Unclaimed Territory
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.

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Secluded Courtyard
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.

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War Room
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Land
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

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Eiganjo, Seat of the Empire
No mana cost1 in main deck · Printing not specified · Representative scan (edition not specified)
Legendary Land
{T}: Add {W}. Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.

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Plains
No mana cost16 in main deck · Printing not specified · Representative scan (edition not specified)
Basic Land — Plains
({T}: Add {W}.)

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Island
No mana cost10 in main deck · Printing not specified · Representative scan (edition not specified)
Basic Land — Island
({T}: Add {U}.)