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  1. Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.) As long as you have an enduring story, you may pay {0} rather than pay the equip cost of the first equip ability you activate each turn. Whenever another Dwarf or Equipment you control enters, draw a card. This ability triggers only once each turn.

    2 Mana Value 1 Power 2 Toughness Legendary Creature — Dwarf Scout rare The Hobbit
  2. Double strike When this creature enters, create a colorless Equipment artifact token named Axe with "Equipped creature gets +1/+0" and equip {2}.

    2 Mana Value 1 Power 1 Toughness Creature — Dwarf Artificer uncommon The Hobbit
  3. Whenever an opponent draws their second card each turn, you create a Treasure token. {2}{W}: Two target players each draw a card.

    2 Mana Value Enchantment mythic The Hobbit
  4. Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.) As long as you have an enduring story, creatures you control get +1/+1. Whenever Fíli or another nontoken Dwarf you control enters, create a 2/2 red Dwarf creature token.

    4 Mana Value 2 Power 2 Toughness Legendary Creature — Dwarf Scout rare The Hobbit
  5. Esgaroth Garrison's power is equal to the number of creatures you control. When this creature enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)

    5 Mana Value 5 Toughness Creature — Human Soldier common The Hobbit
  6. Kicker {2}{W}{W} (You may pay an additional {2}{W}{W} as you cast this spell.) Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.

    2 Mana Value Instant rare The Hobbit
  7. When this Equipment enters, create a 2/2 red Dwarf creature token, then attach this Equipment to it. Equipped creature gets +1/+2. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    4 Mana Value Artifact — Equipment common The Hobbit
  8. When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. When this enchantment enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)

    4 Mana Value Enchantment uncommon The Hobbit
  9. Bilbo's Gambit Magic Cards

    Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.

    2 Mana Value Instant rare The Hobbit
  10. Old Thrush Magic Cards

    Flying When this creature enters, you gain 2 life. You may search your library for a basic land card, reveal it, then shuffle and put that card on top.

    2 Mana Value 1 Power 2 Toughness Creature — Bird common The Hobbit
  11. Flash Reach When this creature enters, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

    3 Mana Value 2 Power 2 Toughness Creature — Dog common The Hobbit
  12. Cheer Magic Cards

    Lifelink, haste When this creature enters, create two tokens that are copies of target token. Evoke—Celebrate an opponent. (To celebrate an opponent, give them a gift, toast to them, or even just tell them you're grateful to be playing Magic together.)

    5 Mana Value 4 Power 4 Toughness Creature — Elemental Incarnation rare Happy Holidays
  13. Indestructible When Memnarch enters, create two 1/1 colorless Myr artifact creature tokens. Whenever Memnarch attacks, draw a card for each artifact you control.

    10 Mana Value 8 Power 9 Toughness Legendary Artifact Creature — Wizard rare Reality Fracture Commander
  14. When Ginger enters, you become the monarch. {2}, {T}, Sacrifice Ginger: You gain 6 life. At the beginning of each upkeep, if you're the monarch, create a Gingerbrute token. (It's a {1} 1/1 Food Golem artifact creature with haste, "{1}: This token can't be blocked this turn except by creatures with haste," and "{2}, {T}, Sacrifice this token: You gain 3 life.")

    6 Mana Value 6 Power 4 Toughness Legendary Artifact Creature — Food Noble rare Reality Fracture Commander
  15. The Ur-Sphinx Magic Cards

    Eminence — As long as The Ur-Sphinx is in the command zone or on the battlefield, other Sphinx spells you cast cost {1} less to cast. Flying Whenever one or more Sphinxes you control attack, each player mills that many cards. For each player, you may cast a card that player milled this way without paying its mana cost.

    9 Mana Value 10 Power 10 Toughness Legendary Creature — Sphinx Avatar rare Reality Fracture Commander
  16. Flying, double strike, haste When Tamiyo enters, you become the monarch. Whenever one or more creatures deal combat damage to you while you're the monarch, tap those creatures and put a stun counter on each of them.

    6 Mana Value 3 Power 5 Toughness Legendary Creature — Moonfolk Warrior rare Reality Fracture Commander
  17. Whenever Jhoira enters or attacks, target opponent reveals cards from the top of their library until they reveal a historic permanent card. You put that card onto the battlefield under your control and lose life equal to that permanent's mana value. That player puts the rest of the revealed cards on the bottom of their library in a random order. (Artifacts, legendaries, and Sagas are historic.)

    6 Mana Value 4 Power 5 Toughness Legendary Creature — Human Pirate rare Reality Fracture Commander
  18. Flying When Ob Nixilis enters, destroy all tapped creatures your opponents control. You gain 1 life for each creature destroyed this way. At the beginning of each end step, if you gained life this turn, create a 4/4 white Angel creature token with flying.

    7 Mana Value 4 Power 4 Toughness Legendary Creature — Angel rare Reality Fracture Commander
  19. When Dack Fayden enters, reveal cards from the top of your library until you reveal X creature cards, where X is the number of opponents you have. Put those creature cards onto the battlefield, then shuffle. They're goaded for the rest of the game. For each of those permanents, choose a different opponent. Each opponent gains control of the permanent for which they were chosen.

    6 Mana Value 4 Power 6 Toughness Legendary Creature — Human Advisor rare Reality Fracture Commander
  20. Omnath gets +1/+1 for each unspent mana you have. If you would lose unspent mana, that mana becomes colorless instead. Landfall — Whenever a land you control enters, add {C}{C}.

    7 Mana Value 6 Power 6 Toughness Legendary Creature — Elemental rare Reality Fracture Commander