Commander Legends: Battle for Baldur's Gate
If Faceless One is your commander, choose a color before the game begins. Faceless One is the chosen color. Choose a Background (You can have a Background as a second commander.)
When Abdel Adrian enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way. Choose a Background (You can have a Background as a second commander.)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
This spell costs {1} less to cast for each opponent you're attacking. Exile target creature.
Wind Walk — {8}: Up to two target creatures each get +2/+2 and gain flying until end of turn.
Flash When this enchantment enters, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until this enchantment leaves the battlefield.
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.
Flying Lure the Unwary — At the beginning of combat on your turn, choose an opponent. Creatures attacking the last chosen player get +1/+0.
Exile target creature, then roll a d20. 1—9 | Its controller creates a 4/4 green Ox creature token. 10—19 | Its controller creates a 2/2 green Boar creature token. 20 | Its controller creates a 0/1 white Goat creature token.
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
When this creature enters, choose one — • Cure Wounds — You gain 2 life. • Dispel Magic — Destroy target enchantment. • Gentle Repose — Exile target card from a graveyard.
{T}: Look at the top X cards of your library, where X is the number of tokens you created this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order. Choose a Background (You can have a Background as a second commander.)
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.
Flash Flying Psychic Defense — When this creature enters, tap all creatures you don't control.
Vigilance When this creature enters, you take the initiative.
Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls. Equip {W} ({W}: Attach to target creature you control. Equip only as a sorcery.)
Destroy target creature with power 4 or greater. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Protection Fighting Style — When this creature enters, exile up to one target non-Warrior creature you control, then return it to the battlefield under its owner's control.
Commander creatures you own have "Creature tokens you control get +2/+2."
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead. Choose a Background (You can have a Background as a second commander.)
Exile all nontoken creatures you control, then roll a d20. 1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step. 10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Flying At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them. Choose a Background (You can have a Background as a second commander.)
Enchant creature Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchant nonland permanent Enchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Each creature you control assigns combat damage equal to its toughness rather than its power. Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn. Choose a Background (You can have a Background as a second commander.)
Roll a d20. 1—9 | Create two 1/1 white Soldier creature tokens. 10—19 | Create two 2/2 white Knight creature tokens. 20 | Create three 2/2 white Knight creature tokens.
Flash Natural Shelter — When this creature enters, you may return another permanent you control to its owner's hand.
When this creature enters, draw a card.
Flying Keen Sight — When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
{3}{W}: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
Flash Enchant creature Enchanted creature gets +0/+10.
Flying Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
When this enchantment enters, you take the initiative. Whenever you attack, if you or a player you're attacking has the initiative, you create two 1/1 white Soldier creature tokens that are tapped and attacking.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, for each opponent, create a 1/1 white Soldier creature token that's tapped and attacking that opponent."
When this creature enters, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.
Choose one — • Stall for Time — Tap up to three target creatures. • Call for Aid — Create three 1/1 white Soldier creature tokens.
Flying When this creature enters, you take the initiative.
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step. Choose a Background (You can have a Background as a second commander.)
Flying Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
Roll a d20. 1—9 | Tap all creatures your opponents control. 10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. 20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
Roll a d20. 1—9 | Draw two cards. 10—19 | Scry 2, then draw two cards. 20 | Scry 3, then draw three cards.
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
This spell costs {2} less to cast if you control a Dragon. Draw three cards.
{1}, {T}: Draw a card, then discard a card.
Counter target spell. Its controller draws a card. Draw a card.
Commander creatures you own have "Room abilities of dungeons you own trigger an additional time."
For each opponent, you create a token that's a copy of up to one target creature that player controls.
When this creature enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
Instant and sorcery spells you cast cost {1} less to cast for each time you've cast a commander from the command zone this game.
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead. Choose a Background (You can have a Background as a second commander.)
Exile target spell, then roll a d20 and add that spell's mana value. 1—14 | You may cast the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. 15+ | You may cast the exiled card without paying its mana cost for as long as it remains exiled.
Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
This creature can't be blocked. This creature gets +2/+0 as long as you control a commander that's a creature or planeswalker.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
Flying Confounding Clouds — When this creature enters, for each opponent, tap up to one target creature that player controls. Each of those creatures doesn't untap during its controller's next untap step.
Homunculus Servant — When this creature enters, put three +1/+1 counters on up to one target noncreature artifact. That artifact becomes a 0/0 Homunculus artifact creature with flying.
As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.
{T}: Add {U}. When you spend this mana to cast a Dragon creature spell, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
When equipped creature deals combat damage to a player, sacrifice this Equipment. If you do, draw three cards. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Bigby's Hand — {T}: Untap two other target permanents. Activate only as a sorcery and only once each turn.
Flying When this creature enters, tap target creature an opponent controls. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Flying {2}{U}: Target creature gains flying until end of turn.
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you scry 2.
You may cast Dragon spells and artifact spells as though they had flash. Choose a Background (You can have a Background as a second commander.)
Whenever equipped creature deals combat damage to a player, you draw that many cards. Equip {4} Equip Shaman, Warlock, or Wizard {1}
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
This spell costs {1} less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)
Commander creatures you own have "{2}{U}: This creature becomes a copy of another target creature."
Flash Enchant creature When this Aura enters, tap enchanted creature and remove it from combat. As long as enchanted creature isn't legendary, it doesn't untap during its controller's untap step.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
When this creature enters, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Sleight of Hand — {8}: Draw two cards.
Vigilance {T}: Add an amount of {C} equal to Vhal's toughness. This mana can't be spent to cast spells from your hand. Choose a Background (You can have a Background as a second commander.)
When Volo enters, create Volo's Journal, a legendary colorless artifact token with hexproof and "Whenever you cast a creature spell, note one of its creature types that hasn't been noted for Volo's Journal." {2}, {T}: Draw a card for each creature type noted for target permanent you control named Volo's Journal. Choose a Background
Gust of Wind — When this creature enters, return up to one other target creature to its owner's hand.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost {1} less to cast. You may cast sorcery spells as though they had flash.
Commander creatures you own have "Whenever an artifact or creature you control is put into a graveyard from the battlefield, each opponent loses 1 life."
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1 counter on this creature. It gains deathtouch and indestructible until end of turn."
You draw three cards and you lose 3 life.
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
Creatures target player controls get -2/-2 until end of turn.
Exile target creature. Put X +1/+1 counters on a commander creature you control, where X is the power of the creature exiled this way.
Target player mills two cards, draws two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
{3}{B}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
Destroy target nonlegendary creature.
Animate Chains — When this creature enters, each player sacrifices a nontoken creature of their choice.
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Commander creatures you own have menace and "This creature gets +X/+0, where X is the number of creature cards in your graveyard." (A creature with menace can't be blocked except by two or more creatures.)
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Menace Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Target player draws X cards and loses X life, where X is the number of cards in their graveyard.
When this creature enters, choose one — • Disintegration Ray — Destroy target enchantment an opponent controls. You lose life equal to its mana value. • Death Ray — Creatures you control gain deathtouch until end of turn.
Deathtouch When this creature dies, if it wasn't blocking, draw a card.
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Lifelink Mold Harvest — {1}, Sacrifice another creature or an artifact: Put a +1/+1 counter on this creature.
Destroy target creature.
Roll a d20. 1—9 | Choose an opponent. That player sacrifices a creature of their choice. 10—19 | Each opponent sacrifices a creature of their choice. 20 | Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Psychic Blades — {8}: Creatures you control get +2/+0 and gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Flying Whenever one or more permanents you control leave the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Weird Insight — When this creature dies, roll a d20. 1—9 | You draw a card and you lose 1 life. 10—19 | You draw two cards and you lose 2 life. 20 | You draw seven cards and you lose 7 life.
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life. Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value. Equip—Discard a card.
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
Lifelink When this creature enters, you take the initiative. At the beginning of your end step, if you have the initiative, put a +1/+1 counter on this creature.
When this creature enters, you take the initiative. If a creature an opponent controls would die, instead exile it and put a hit counter on it. Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
At the beginning of each player's end step, if no permanents left the battlefield this turn, that player loses X life, where X is Sarevok's power. Choose a Background (You can have a Background as a second commander.)
Commander creatures you own have "The first time you would draw a card each turn, instead look at the top two cards of your library. Put one of them into your graveyard and the other back on top of your library. Then draw a card."
{1}{B}, {T}, Sacrifice another creature: Draw X cards, where X is that creature's power. Choose a Background (You can have a Background as a second commander.)
At the beginning of combat on your turn, mill a card. When you do, if there are four or more creature cards in your graveyard, put a +1/+1 counter on target creature you control and it gains deathtouch until end of turn. (To mill a card, put the top card of your library into your graveyard.)
{T}, Sacrifice another creature or an artifact: For each opponent, you mill a card, then return that card from your graveyard to your hand unless that player pays 3 life. (To mill a card, put the top card of your library into your graveyard.) Choose a Background (You can have a Background as a second commander.)
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {1}{B}, Sacrifice another creature or a Treasure: Draw a card.
Flying This creature can't block. Blood Drain — {1}{B}, Pay 1 life, Sacrifice this creature: Draw a card.
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
When this Equipment enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, you take the initiative.
When this creature enters, you take the initiative. Spiked Retribution — Whenever this creature becomes blocked by a creature, that creature's controller loses 5 life.
At the beginning of your upkeep, if there are four or more creature cards in your graveyard, return a creature card at random from your graveyard to your hand. Choose a Background (You can have a Background as a second commander.)
Flying Toxic Spores — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, each opponent loses 3 life.
Whenever this creature attacks, you may pay 1 life. If you do, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
Flying Whenever this creature attacks or dies, choose one or more. Each mode must target a different player. • Target opponent draws three cards, then discards three cards at random. • Target opponent sacrifices a nontoken artifact of their choice. • This creature deals damage to target opponent equal to the number of cards in their hand.
Scorching Ray — {8}: This creature deals 4 damage to each opponent.
When this creature enters, you take the initiative. Crown of Madness — {1}{R}, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Breath Weapon deals 2 damage to each non-Dragon creature.
{T}: Add {R}. If that mana is spent on a Dragon creature spell, it gains haste until end of turn.
Trample When this creature enters, you take the initiative. Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
Up to three target creatures can't block this turn. Goad them. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.
Commander creatures you own have "At the beginning of your end step, if a source you controlled dealt 5 or more damage this turn, create a 4/4 red Dragon creature token with flying."
Earth Tremor deals damage to target creature or planeswalker equal to the number of lands you control.
Trample, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
Enthralling Performance — When this creature enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
This spell costs {1} more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.
Flying Whenever Ganax or another Dragon you control enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Choose a Background (You can have a Background as a second commander.)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) {1}{R}: Creatures you control named Genasi Enforcers get +1/+0 until end of turn.
This spell costs {1} less to cast for each opponent who was dealt damage this turn. Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever you attack, you may sacrifice another creature or an artifact. If you do, create a 4/1 black Skeleton creature token with menace that's tapped and attacking. (It can't be blocked except by two or more creatures.) Choose a Background (You can have a Background as a second commander.)
Whenever this creature attacks, roll a d20. 1—9 | Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 10—19 | Create two Treasure tokens. 20 | Create three Treasure tokens.
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Vicious Mockery — When this creature enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Flash When this Equipment enters, attach it to target creature you control. During your turn, equipped creature gets +2/+0 and has first strike. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase. Choose a Background (You can have a Background as a second commander.)
Lightning Bolt deals 3 damage to any target.
Whenever you cast a noncreature spell, target creature gets +X/+0 until end of turn, where X is that spell's mana value. Choose a Background (You can have a Background as a second commander.)
Flying {2}{R}: Return this card from your graveyard to the battlefield tapped and attacking. Activate only during the declare attackers step and only if you're attacking two or more opponents.
Attacking creatures get +X/+0 until end of turn, where X is the number of players being attacked. Draw a card.
When this creature enters or dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Sacrifice this creature: Add {R}{R}.
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Defender When this creature enters, you take the initiative. Mantle of Inspiration — {T}: Target creature gains menace and haste until end of turn.
When you next cast an instant or sorcery spell this turn, copy that spell X times. You may choose new targets for the copies.
Commander creatures you own have "{1}, Sacrifice another creature or an artifact: This creature deals 1 damage to any target."
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
Haste Whenever this creature attacks, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
Roll a d20. 1—9 | Thunderwave deals 3 damage to each creature. 10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way. 20 | Thunderwave deals 6 damage to each creature your opponents control.
Haste Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs. 1—9 | X is one. 10—19 | X is two. 20 | X is three.
{2}, {T}, Sacrifice an artifact or creature: Exile the top card of your library. Until the end of your next turn, you may play that card.
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Flying Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. Whenever you roll one or more dice, put a +1/+1 counter on Wyll. Choose a Background (You can have a Background as a second commander.)
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control. 1—14 | You may choose new targets for that spell or ability. 15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Choose one — • Threaten the Merchant — Each creature blocks this turn if able. • Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Commander creatures you own have "The first Dragon spell you cast each turn costs {2} less to cast."
This creature enters with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Trample When this creature enters, you take the initiative.
Up to two target creatures you control each deal damage equal to their power to another target creature.
Target creature you control fights target creature the opponent to your left controls. Then that player may copy this spell and may choose new targets for the copy.
Whenever another nontoken creature enters, you may pay {1}{G}. If you do, that creature's controller creates a token that's a copy of that creature.
Whenever this creature attacks, you may pay {1}{G}. If you do, create a 2/2 green Boar creature token that's tapped and attacking.
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
When this creature dies, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
When this creature enters, search your library for up to two basic land cards and reveal them, then roll a d20. 9 or less | Put those cards into your hand, then shuffle. 10—19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle. 20+ | Put those cards onto the battlefield tapped, then shuffle.
You may mill three cards. Then return up to one creature card and up to one land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
This spell costs {X} less to cast, where X is the total mana value of Dragons you control. Flying, trample {2}{G}, Sacrifice a land: Return this card from your graveyard to your hand.
Deathtouch Whenever Erinis attacks, return target land card from your graveyard to the battlefield. Choose a Background (You can have a Background as a second commander.)
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.
Trample Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Other creatures you control have trample and ward {2}.
{1}: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types. Choose a Background (You can have a Background as a second commander.)
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
{T}: Add {G}. When you spend this mana to cast a Dragon creature spell, it enters with an additional +1/+1 counter on it and gains hexproof until your next turn. (It can't be the target of spells or abilities your opponents control.)
Tokens you control have "{T}: Add {G}." Choose a Background (You can have a Background as a second commander.)
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle. Prevent all combat damage that would be dealt this turn.
Flying This creature can't attack unless defending player controls a creature with flying.
Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Infesting Spores — When this creature enters, destroy up to one target artifact or enchantment.
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Creatures you control gain vigilance and trample until end of turn. Roll a d20. 1—9 | Creatures you control get +2/+2 until end of turn. 10—19 | Put two +1/+1 counters on each creature you control. 20 | Put four +1/+1 counters on each creature you control.
Mama's Coming — Whenever this creature attacks a player who controls eight or more lands, look at the top eight cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking that player. Put the rest on the bottom of your library in a random order.
At the beginning of your end step, if creatures you control have total power 8 or greater, draw a card.
Target creature gains deathtouch until end of turn. Draw a card.
Enchant creature Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
| Card | Number | Rarity | Price |
|---|---|---|---|
Faceless One | 1 | Special | $0.15 |
Abdel Adrian, Gorion's Ward | 2 | Uncommon | $0.29 |
Ancient Gold Dragon | 3 | Mythic | $29.75 |
Archivist of Oghma | 4 | Rare | $7.66 |
Ascend from Avernus | 5 | Rare | $1.91 |
Astral Confrontation | 6 | Common | $0.07 |
Bane's Invoker | 7 | Common | $0.04 |
Banishment | 8 | Uncommon | $0.08 |
Battle Angels of Tyr | 9 | Mythic | $23.62 |
Beckoning Will-o'-Wisp | 10 | Uncommon | $0.03 |
Blessed Hippogriff // Tyr's Blessing | 11 | Common | $0.08 |
Contraband Livestock | 12 | Uncommon | $0.37 |
Crystal Dragon // Rob the Hoard | 13 | Uncommon | $0.15 |
Cut a Deal | 14 | Uncommon | $0.39 |
Dawnbringer Cleric | 15 | Common | $0.34 |
Ellyn Harbreeze, Busybody | 16 | Uncommon | $0.08 |
Far Traveler | 17 | Uncommon | $0.32 |
Flaming Fist | 18 | Common | $0.10 |
Flaming Fist Officer | 19 | Common | $0.02 |
Githzerai Monk | 20 | Uncommon | $0.25 |
Goliath Paladin | 21 | Common | $0.09 |
Greatsword of Tyr | 22 | Common | $0.32 |
Guardian Naga // Banishing Coils | 23 | Common | $0.11 |
Guiding Bolt | 24 | Common | $0.06 |
Hammers of Moradin | 25 | Uncommon | $0.27 |
Horn of Valhalla // Ysgard's Call | 26 | Rare | $0.46 |
Icewind Stalwart | 27 | Common | $0.07 |
Inspiring Leader | 28 | Uncommon | $0.32 |
Lae'zel, Vlaakith's Champion | 29 | Rare | $4.02 |
Lae'zel's Acrobatics | 30 | Rare | $2.19 |
Legion Loyalty | 31 | Mythic | $0.72 |
Lulu, Loyal Hollyphant | 32 | Uncommon | $0.14 |
Martial Impetus | 33 | Common | $0.08 |
Minimus Containment | 34 | Common | $0.06 |
Noble Heritage | 35 | Rare | $0.35 |
Pegasus Guardian // Rescue the Foal | 36 | Common | $0.26 |
Rasaad yn Bashir | 37 | Uncommon | $0.11 |
Recruitment Drive | 38 | Common | $0.13 |
Rescuer Chwinga | 39 | Uncommon | $0.07 |
Roving Harper | 40 | Common | $0.07 |
Scouting Hawk | 41 | Common | $0.11 |
Sculpted Sunburst | 42 | Rare | $0.14 |
Slaughter the Strong | 43 | Uncommon | $0.23 |
Steadfast Unicorn | 44 | Common | $0.06 |
Stoneskin | 45 | Uncommon | $2.15 |
Tabaxi Toucaneers | 46 | Common | $0.10 |
Undercellar Sweep | 47 | Uncommon | $0.24 |
Veteran Soldier | 48 | Uncommon | $0.14 |
White Plume Adventurer | 49 | Rare | $3.55 |
Windshaper Planetar | 50 | Rare | $0.28 |
Wyrm's Crossing Patrol | 51 | Common | $0.32 |
Your Temple Is Under Attack | 52 | Common | $0.35 |
You're Confronted by Robbers | 53 | Common | $0.03 |
Aarakocra Sneak | 54 | Common | $0.07 |
Alora, Merry Thief | 55 | Uncommon | $0.12 |
Ancient Silver Dragon | 56 | Mythic | $52.48 |
Bane's Contingency | 57 | Uncommon | $0.16 |
Blur | 58 | Common | $0.31 |
Candlekeep Inspiration | 59 | Uncommon | $0.15 |
Candlekeep Sage | 60 | Common | $0.31 |
Cone of Cold | 61 | Uncommon | $0.31 |
Contact Other Plane | 62 | Common | $0.05 |
Displacer Kitten | 63 | Rare | $25.99 |
Draconic Lore | 64 | Common | $0.07 |
Dragonborn Looter | 65 | Common | $0.23 |
Dream Fracture | 66 | Common | $0.13 |
Dungeon Delver | 67 | Uncommon | $0.08 |
Elminster's Simulacrum | 68 | Mythic | $1.15 |
Feywild Caretaker | 69 | Uncommon | $0.16 |
Feywild Visitor | 70 | Uncommon | $0.13 |
Font of Magic | 71 | Mythic | $0.35 |
Gale, Waterdeep Prodigy | 72 | Rare | $0.34 |
Gale's Redirection | 73 | Rare | $0.27 |
Goggles of Night | 74 | Common | $0.10 |
Gray Harbor Merfolk | 75 | Common | $0.09 |
Illithid Harvester // Plant Tadpoles | 76 | Rare | $0.35 |
Imoen, Mystic Trickster | 77 | Uncommon | $0.08 |
Irenicus's Vile Duplication | 78 | Uncommon | $7.38 |
Juvenile Mist Dragon | 79 | Uncommon | $0.12 |
Kenku Artificer | 80 | Common | $0.14 |
Kindred Discovery | 81 | Rare | $12.22 |
Lapis Orb of Dragonkind | 82 | Common | $0.15 |
Modify Memory | 83 | Uncommon | $0.20 |
Moonshae Pixie // Pixie Dust | 84 | Uncommon | $0.10 |
Mystery Key | 85 | Uncommon | $0.09 |
Nimbleclaw Adept | 86 | Common | $0.18 |
Oceanus Dragon | 87 | Common | $0.08 |
Pseudodragon Familiar | 88 | Common | $0.05 |
Psychic Impetus | 89 | Common | $0.10 |
Renari, Merchant of Marvels | 90 | Uncommon | $0.21 |
Robe of the Archmagi | 91 | Rare | $0.37 |
Run Away Together | 92 | Common | $0.34 |
Sailors' Bane | 93 | Uncommon | $0.20 |
Sapphire Dragon // Psionic Pulse | 94 | Uncommon | $0.30 |
Sea Hag // Aquatic Ingress | 95 | Common | $0.04 |
Shameless Charlatan | 96 | Rare | $0.15 |
Stunning Strike | 97 | Common | $0.04 |
Sword Coast Sailor | 98 | Uncommon | $0.15 |
Sword Coast Serpent // Capsizing Wave | 99 | Common | $0.27 |
Tomb of Horrors Adventurer | 100 | Rare | $0.28 |
Tymora's Invoker | 101 | Common | $0.03 |
Vhal, Candlekeep Researcher | 102 | Uncommon | $0.07 |
Volo, Itinerant Scholar | 103 | Mythic | $0.37 |
Winter Eladrin | 104 | Common | $0.17 |
Wizards of Thay | 105 | Rare | $1.89 |
Young Blue Dragon // Sand Augury | 106 | Common | $0.20 |
Agent of the Iron Throne | 107 | Uncommon | $0.40 |
Agent of the Shadow Thieves | 108 | Uncommon | $0.23 |
Altar of Bhaal // Bone Offering | 109 | Rare | $0.26 |
Ambition's Cost | 110 | Uncommon | $0.13 |
Ancient Brass Dragon | 111 | Mythic | $36.09 |
Armor of Shadows | 112 | Common | $0.29 |
Arms of Hadar | 113 | Common | $0.28 |
Astarion's Thirst | 114 | Rare | $1.09 |
Atrocious Experiment | 115 | Common | $0.07 |
Blood Money | 116 | Mythic | $1.30 |
Bonecaller Cleric | 117 | Uncommon | $0.10 |
Call to the Void | 118 | Rare | $0.10 |
Cast Down | 119 | Uncommon | $0.35 |
Chain Devil | 120 | Common | $0.12 |
Cloudkill | 121 | Uncommon | $0.08 |
Criminal Past | 122 | Uncommon | $0.13 |
Cultist of the Absolute | 123 | Rare | $0.33 |
Deadly Dispute | 124 | Common | $0.46 |
Elder Brain | 125 | Rare | $0.66 |
Eldritch Pact | 126 | Rare | $0.26 |
Ghastly Death Tyrant | 127 | Common | $0.07 |
Ghost Lantern // Bind Spirit | 128 | Uncommon | $0.21 |
Gray Slaad // Entropic Decay | 129 | Common | $0.08 |
Guildsworn Prowler | 130 | Common | $0.20 |
Hezrou // Demonic Stench | 131 | Common | $0.07 |
Intellect Devourer | 132 | Rare | $0.35 |
Mold Folk | 133 | Common | $0.05 |
Murder | 134 | Common | $0.06 |
Myrkul's Edict | 135 | Common | $0.27 |
Myrkul's Invoker | 136 | Common | $0.03 |
Nefarious Imp | 137 | Common | $0.07 |
Nothic | 138 | Uncommon | $0.09 |
Pact Weapon | 139 | Mythic | $3.24 |
Parasitic Impetus | 140 | Common | $0.12 |
Passageway Seer | 141 | Uncommon | $0.12 |
Ravenloft Adventurer | 142 | Rare | $0.30 |
Safana, Calimport Cutthroat | 143 | Uncommon | $0.08 |
Sarevok, Deathbringer | 144 | Uncommon | $0.05 |
Scion of Halaster | 145 | Common | $0.08 |
Shadowheart, Dark Justiciar | 146 | Rare | $0.45 |
Sigil of Myrkul | 147 | Uncommon | $0.09 |
Sivriss, Nightmare Speaker | 148 | Uncommon | $0.10 |
Skullport Merchant | 149 | Uncommon | $0.09 |
Stirge | 150 | Common | $0.08 |
Summon Undead | 151 | Common | $0.05 |
Thieves' Tools | 152 | Common | $0.11 |
Topaz Dragon // Entropic Cloud | 153 | Uncommon | $0.17 |
Underdark Explorer | 154 | Common | $0.06 |
Vicious Battlerager | 155 | Common | $0.10 |
Viconia, Drow Apostate | 156 | Uncommon | $0.11 |
Vrock | 157 | Uncommon | $0.12 |
Zhentarim Bandit | 158 | Common | $0.10 |
Amber Gristle O'Maul | 159 | Uncommon | $0.08 |
Amethyst Dragon // Explosive Crystal | 160 | Uncommon | $0.15 |
Ancient Copper Dragon | 161 | Mythic | $87.87 |
Balor | 162 | Mythic | $4.62 |
Bhaal's Invoker | 163 | Common | $0.09 |
Bloodboil Sorcerer | 164 | Uncommon | $0.07 |
Breath Weapon | 165 | Common | $2.57 |
Carnelian Orb of Dragonkind | 166 | Common | $0.36 |
Caves of Chaos Adventurer | 167 | Rare | $0.36 |
Coronation of Chaos | 168 | Common | $0.13 |
Descent into Avernus | 169 | Rare | $12.71 |
Dragon Cultist | 170 | Uncommon | $0.16 |
Earth Tremor | 171 | Common | $0.05 |
Elturel Survivors | 172 | Rare | $0.49 |
Fang Dragon // Forktail Sweep | 173 | Common | $0.16 |
Firbolg Flutist | 174 | Rare | $0.26 |
Fireball | 175 | Uncommon | $0.13 |
Ganax, Astral Hunter | 176 | Uncommon | $0.61 |
Genasi Enforcers | 177 | Common | $0.07 |
Gnoll War Band | 178 | Uncommon | $0.10 |
Guild Artisan | 179 | Uncommon | $0.26 |
Gut, True Soul Zealot | 180 | Uncommon | $0.15 |
Hoarding Ogre | 181 | Common | $0.22 |
Ingenious Artillerist | 182 | Common | $0.45 |
Inspired Tinkering | 183 | Uncommon | $0.46 |
Insufferable Balladeer | 184 | Common | $0.03 |
Javelin of Lightning | 185 | Common | $0.08 |
Karlach, Fury of Avernus | 186 | Mythic | $23.04 |
Lightning Bolt | 187 | Common | $1.65 |
Livaan, Cultist of Tiamat | 188 | Uncommon | $0.26 |
Nemesis Phoenix | 189 | Uncommon | $0.08 |
Pack Attack | 190 | Common | $0.05 |
Patron of the Arts | 191 | Common | $0.22 |
Popular Entertainer | 192 | Rare | $0.30 |
Reckless Barbarian | 193 | Common | $0.25 |
Shiny Impetus | 194 | Common | $0.29 |
Stirring Bard | 195 | Common | $0.07 |
Storm King's Thunder | 196 | Mythic | $1.61 |
Street Urchin | 197 | Uncommon | $0.15 |
Swashbuckler Extraordinaire | 198 | Uncommon | $0.29 |
Taunting Kobold | 199 | Uncommon | $0.10 |
Tavern Brawler | 200 | Common | $0.22 |
Thunderwave | 201 | Uncommon | $0.23 |
Tiamat's Fanatics | 202 | Common | $0.14 |
Two-Handed Axe // Sweeping Cleave | 203 | Uncommon | $1.53 |
Wand of Wonder | 204 | Rare | $2.63 |
Warehouse Thief | 205 | Common | $0.07 |
Wild Magic Surge | 206 | Uncommon | $1.78 |
Wrathful Red Dragon | 207 | Rare | $4.71 |
Wyll, Blade of Frontiers | 208 | Rare | $0.51 |
Wyll's Reversal | 209 | Rare | $3.49 |
Young Red Dragon // Bathe in Gold | 210 | Common | $0.21 |
You've Been Caught Stealing | 211 | Common | $0.15 |
Acolyte of Bahamut | 212 | Uncommon | $0.21 |
Ambitious Dragonborn | 213 | Common | $0.10 |
Ancient Bronze Dragon | 214 | Mythic | $17.85 |
Avenging Hunter | 215 | Common | $3.83 |
Band Together | 216 | Common | $0.07 |
Barroom Brawl | 217 | Rare | $0.19 |
Bramble Sovereign | 218 | Mythic | $3.37 |
Carefree Swinemaster | 219 | Common | $0.04 |
Circle of the Land Druid | 220 | Common | $0.26 |
Cloakwood Hermit | 221 | Uncommon | $0.20 |
Cloakwood Swarmkeeper | 222 | Common | $0.25 |
Colossal Badger // Dig Deep | 223 | Common | $0.03 |
Draconic Muralists | 224 | Uncommon | $0.26 |
Dread Linnorm // Scale Deflection | 225 | Common | $0.14 |
Druid of the Emerald Grove | 226 | Common | $0.07 |
Druidic Ritual | 227 | Common | $0.09 |
Earthquake Dragon | 228 | Rare | $4.53 |
Emerald Dragon // Dissonant Wave | 229 | Uncommon | $0.24 |
Erinis, Gloom Stalker | 230 | Uncommon | $0.14 |
Ettercap // Web Shot | 231 | Common | $0.05 |
Explore the Underdark | 232 | Uncommon | $0.26 |
Giant Ankheg | 233 | Uncommon | $0.27 |
Halsin, Emerald Archdruid | 234 | Uncommon | $0.18 |
Hardy Outlander | 235 | Uncommon | $0.12 |
Jade Orb of Dragonkind | 236 | Common | $0.20 |
Jaheira, Friend of the Forest | 237 | Rare | $6.45 |
Jaheira's Respite | 238 | Rare | $0.62 |
Lurking Green Dragon | 239 | Common | $0.05 |
Majestic Genesis | 240 | Mythic | $2.50 |
Master Chef | 241 | Common | $0.19 |
Monster Manual // Zoological Study | 242 | Rare | $9.28 |
Myconid Spore Tender | 243 | Common | $0.07 |
Nature's Lore | 244 | Common | $3.23 |
Overwhelming Encounter | 245 | Uncommon | $0.08 |
Owlbear Cub | 246 | Rare | $0.44 |
Owlbear Shepherd | 247 | Uncommon | $0.11 |
Poison the Blade | 248 | Common | $0.15 |
Predatory Impetus | 249 | Common | $0.04 |
Raised by Giants | 250 | Rare | $0.38 |