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  1. Whenever one or more cards leave your graveyard, Kirol becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    2 Mana Value 2 Power 3 Toughness Legendary Creature — Vampire Cleric uncommon Secrets of Strixhaven
  2. This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    3 Mana Value 3 Power 2 Toughness Creature — Human Warlock common Secrets of Strixhaven
  3. When this enchantment enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin. Sacrifice this enchantment, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.

    5 Mana Value Enchantment uncommon The List
  4. You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

    4 Mana Value 3 Power 1 Toughness Legendary Creature — Human Rogue mythic The List
  5. Cut a Deal Magic Cards

    Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

    3 Mana Value Sorcery uncommon The List
  6. Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment. When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)

    3 Mana Value Enchantment — Plan rare Marvel Super Heroes
  7. Hire a Crew Magic Cards

    Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.)

    3 Mana Value Instant common Marvel Super Heroes
  8. Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment. When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)

    3 Mana Value Enchantment — Plan rare Marvel Super Heroes
  9. Cut a Deal Magic Cards

    Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

    3 Mana Value Sorcery uncommon Marvel Super Heroes Commander
  10. This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

    2 Mana Value Enchantment mythic The Hobbit Eternal
  11. This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

    2 Mana Value Enchantment mythic The Hobbit Eternal
  12. This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

    2 Mana Value Enchantment mythic The Hobbit Eternal
  13. When Bilbo Baggins enters, draw a card.

    3 Mana Value 2 Power 1 Toughness Legendary Creature — Halfling Rogue common The Hobbit
  14. Cut a Deal Magic Cards

    Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

    3 Mana Value Sorcery uncommon Foundations Commander
  15. You may cast spells this turn as though they had flash. Draw a card.

    2 Mana Value Instant rare Secret Lair Drop
  16. A Realm Reborn Magic Cards

    Other permanents you control have "{T}: Add one mana of any color."

    6 Mana Value Enchantment rare Final Fantasy
  17. Chart a Course Magic Cards

    Draw two cards. Then discard a card unless you attacked this turn.

    2 Mana Value Sorcery uncommon Secret Lair Drop
  18. When this enchantment enters, create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." At the beginning of your first main phase, if you control four or more Birds, transform this enchantment.

    2 Mana Value Enchantment uncommon Final Fantasy
  19. Choose a number between 6 and 8. My Deck is About a Seven deals that much damage to target creature.

    4 Mana Value Instant common Unknown Event
  20. Just a Li'l Guy Magic Cards

    Target creature gains hexproof and indestructible until end of turn. That creature is 1/1 until end of turn and can't be anything other than 1/1 until end of turn. (No matter what happens to it, it'll still be a 1/1.)

    1 Mana Value Instant rare Unknown Event