Forgotten Realms Commander
Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters, attach it to target creature you control."
Deathtouch Mystic Arcanum — At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card. Pact Boon — Whenever you play a card from exile, create a Treasure token.
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
Enrage — Whenever Vrondiss is dealt damage, you may create a 5/4 red and green Dragon Spirit creature token with "When this token deals damage, sacrifice it." Whenever you roll one or more dice, you may have Vrondiss deal 1 damage to itself.
Whenever this creature attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Equipped creature has double strike. Whenever equipped creature deals combat damage, you may put an Aura card from your hand onto the battlefield attached to it. Equip {2}{W}
You may choose not to untap this artifact during your untap step. Whenever this artifact becomes untapped, venture into the dungeon. {3}{W}, {T}: For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.
Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Flying, lifelink Whenever this creature or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.) {W}, Discard this card: Venture into the dungeon and you gain 3 life.
Roll a d20 and add the number of creature cards in your graveyard that were put there from the battlefield this turn. 1—14 | Return all creature cards in your graveyard that were put there from the battlefield this turn to your hand. 15+ | Return those cards from your graveyard to the battlefield.
Equipped creature gets +0/+3. Astral Projection — {1}{W}: Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) Equip {1}
Whenever you attack, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result.
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
Roll a d20 and add the number of cards in your hand. 1—14 | Draw X cards. 15+ | Scry X, then draw X cards.
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control." Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result. Perfect Illumination — Whenever you roll a die's highest natural result, draw a card.
Flash When this creature enters, exile another target creature you control until this creature leaves the battlefield. Whenever this creature attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves. {X}, {T}, Sacrifice this artifact: You may cast any number of spells from among cards exiled with this artifact with total mana value X or less without paying their mana costs.
Equipped creature has flying and ward {4}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) Equip {1}
Whenever you sacrifice another nontoken artifact or creature, exile it. {2}, {T}, Sacrifice another artifact or creature: Draw a card. {3}, {T}, Sacrifice this artifact: Roll a d10. Return up to X cards from among cards exiled with this artifact to their owners' hands, where X is the result.
Each player sacrifices a nontoken creature of their choice. Roll a d20 and add the toughness of the creature you sacrificed this way. 1—14 | Return a creature card put into a graveyard this way to the battlefield under your control. 15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
Menace Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token. {5}{B}: Return this card from your graveyard to the battlefield tapped.
Roll two d10 and choose one result. Return a creature card from your graveyard to the battlefield with a number of +1/+1 counters on it equal to that result. Then each opponent loses X life and you gain X life, where X is the other result.
Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens. {B}, Sacrifice X Treasures: Target creature gets -X/-X until end of turn. Activate only as a sorcery.
Until end of turn, permanents your opponents control gain "When this permanent deals damage to the player who cast Hellish Rebuke, sacrifice this permanent. You lose 2 life."
Flying Whenever a creature card is put into an opponent's graveyard from anywhere, you may pay life equal to its mana value. If you do, put it onto the battlefield under your control. It's a Warlock in addition to its other types. If a Warlock you control would die, exile it instead.
Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn. Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens. Equip {3}
Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1—14 | Choose any number of creatures. They block this turn if able. 15—20 | You choose which creatures block this turn and how those creatures block.
Flying, haste This creature attacks each combat if able. At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, this creature can't attack those players or planeswalkers they control this combat.
Equipped creature gets +2/+0 and has reach. Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. Equip {2}{R}
Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.
Roll two d12 and choose one result. Reckless Endeavor deals damage equal to that result to each creature. Then create a number of Treasure tokens equal to the other result.
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library. During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
Flying Whenever this creature enters or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever a goaded creature attacks, it deals 1 damage to its controller.
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
{4}{G}, {T}: Roll a d8. Reveal cards from the top of your library until you reveal a creature card with mana value equal to the result. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Equipped creature has base power and toughness 10/10. Equip {10}. This ability costs {X} less to activate, where X is the power of the creature it targets.
When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
Flash Enchant creature Enchanted creature gets +3/+3. Enchanted creature's controller may have it assign its combat damage as though it weren't blocked.
As this creature enters, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results. Trample Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)
Choose up to two target permanent cards in your graveyard. Roll a d20 and add the total mana value of those cards. 1—14 | Return those cards to your hand. 15+ | Return those cards to your hand. You gain life equal to their total mana value.
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle.
First strike, reach Whenever Catti-brie attacks, put a +1/+1 counter on it for each Equipment attached to it. {1}, Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
Trample Whenever a source you control deals 5 or more damage to a player, draw a card.
Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost.
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Exile target creature. Until the end of your next turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Whenever you attack a player, tap target creature that player controls and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life.
Flying, haste Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Breathe Flame — Klauth's Will deals X damage to each creature without flying. • Smash Relics — Destroy up to X target artifacts and/or enchantments.
Creatures you control can't be blocked except by legendary creatures. Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
When Nihiloor enters, for each opponent, tap up to one untapped creature you control. When you do, gain control of target creature that player controls with power less than or equal to the tapped creature's power for as long as you control Nihiloor. Whenever you attack with a creature an opponent owns, you gain 2 life and that player loses 2 life.
The next spell you cast this turn can be cast as though it had flash. When you next cast a spell this turn, put X +1/+1 counters on up to one target creature, where X is the mana value of that spell.
Ward {3} Other creatures you control have ward {3}. Whenever Storvald enters or attacks, choose one or both — • Target creature has base power and toughness 7/7 until end of turn. • Target creature has base power and toughness 1/1 until end of turn.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
{1}, {T}: Roll a d4 and create a number of Treasure tokens equal to the result. The player to your right gains control of this artifact.
{6}, Roll a d8: Monstrosity X, where X is the result. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) Berserk — When this creature becomes monstrous, destroy target permanent.
{T}, Remove a component counter from this artifact: Add two mana of different colors. {T}: Roll a d20. 1—9 | Put a component counter on this artifact. 10—20 | Put two component counters on this artifact.
This artifact enters tapped. {T}: Add {C}. {4}: Roll a d6. Until end of turn, you may have this artifact become an X/X Insect artifact creature with flying, where X is the result. Whenever this artifact attacks, another target attacking creature gains flying until end of turn.
Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{T}: Add {C}. {5}, {T}, Exile this land: Roll a d10. Put target artifact, creature, or planeswalker into its owner's library just beneath the top X cards of that library, where X is the result. Activate only as a sorcery.
Flying When this creature enters, exile target player's graveyard.
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Flying {3}{W}{W}: Return this card from your graveyard to your hand. Activate only during your upkeep. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Enchant creature Enchanted creature gets +1/+0 and has flying. {3}{W}: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
Flying, protection from black Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, return target creature card from your graveyard to the battlefield.
Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
Sacrifice this creature: Destroy target enchantment.
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Flying When this creature enters, destroy all tapped creatures.
Exile target creature. Its controller gains life equal to its power.
Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater.
Defender When this creature enters, draw a card.
Destroy all creatures that aren't enchanted. They can't be regenerated.
Draw three cards, then put two cards from your hand on top of your library in any order.
When this creature enters, you may draw cards equal to its power. If you do, discard two cards. Eternalize {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
Flying Whenever you cycle or discard another card, scry 1. Cycling {U} ({U}, Discard this card: Draw a card.)
Enchant player Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
{T}: Draw a card, then discard a card.
Flying When this creature enters, draw two cards. Evoke {2}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flying Whenever another creature dies, you may draw a card. If you do, discard a card.
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
Flying Discard a card: This creature gains hexproof until end of turn. Tap it. Whenever this creature attacks, scry 3.
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
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.
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
Draw a card. Scry 2.
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have. {1}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Flying Whenever this creature deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate this creature.
Deathtouch When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Destroy six target creatures.
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token. Rats you control have deathtouch.
Destroy target creature. Its controller loses life equal to its power plus its toughness. Suspend 5—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Rats you control have menace. {1}{B}, {T}: Create a 1/1 black Rat creature token. {2}{B}{B}, {T}, Sacrifice three Rats: Gain control of target creature.
When this creature enters, each player sacrifices a creature or planeswalker of their choice. Each player who can't discards a card.
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.)
{1}{B}: Return this card from your graveyard to the battlefield tapped.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When this creature enters, destroy target nonartifact, nonblack creature. Evoke {1}{B} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Return target creature card from your graveyard to the battlefield. Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
Flash Flying When this creature enters, it deals 5 damage divided as you choose among any number of targets.
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
{1}, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
Flying When this creature enters, it deals 5 damage to target opponent unless that player sacrifices a creature of their choice.
First strike When this creature enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Dragon spells you cast cost {1} less to cast.
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
Flying Whenever this creature deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
If a creature you control would deal damage to a permanent or player, it deals double that damage instead.
Flying {3}{R}: Destroy target artifact. This creature gets +X/+0 until end of turn, where X is that artifact's mana value.
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs. Flashback {7}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Haste {R}, {T}: Exile target instant or sorcery card from your graveyard. {1}{R}, {T}, Sacrifice this creature: Cast any number of cards exiled with this creature without paying their mana costs.
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
Magmaquake deals X damage to each creature without flying and each planeswalker.
Flying When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Rile deals 1 damage to target creature you control. That creature gains trample until end of turn. Draw a card.
Flying Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control. {R}: This creature gets +1/+0 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 create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Flying (This creature can't be blocked except by creatures with flying or reach.) {1}{R}: This creature deals 1 damage to any target.
Flying When this creature enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
Flying {R}: This creature gets +1/+0 until end of turn. {R}: This creature gains first strike until end of turn. {R}: This creature gains haste until end of turn.
Spit Flame deals 4 damage to target creature. Whenever a Dragon you control enters, you may pay {R}. If you do, return this card from your graveyard to your hand.
Changeling (This card is every creature type.) Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one — • This creature deals 3 damage to each opponent. • Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Flying Double strike (This creature deals both first-strike and regular combat damage.) When this creature enters, creatures you control gain double strike until end of turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Flying Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, this creature deals 3 damage to that player.
Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Whenever a creature you control enters, it deals damage equal to its power to any target.
Enchant land When this Aura enters, draw a card. Enchanted land has "{T}: Add one mana of any color."
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, destroy target artifact, enchantment, or land.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Changeling (This card is every creature type.) Protection from black {2}{G}{G}: This creature gets +X/+X until end of turn, where X is its power.
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Put four +1/+1 counters on each creature you control. Cycling {4}{G}{G} ({4}{G}{G}, Discard this card: Draw a card.) When you cycle this card, you may put four +1/+1 counters on target creature.
You may play an additional land this turn. Draw a card.
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Permanents you control gain hexproof and indestructible until end of turn.
Enchant creature When this Aura enters, draw a card. Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.) {T}: Add one mana of any color.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enchant creature Enchanted creature gets +2/+0 and has trample. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.
Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.
Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Enchant Forest As this Aura enters, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, create a 1/1 green Saproling creature token."
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Flying When this creature enters or dies, exile target permanent.
Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.
Flying, deathtouch When this creature enters, draw a card.
Choose one — • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell.
Destroy target artifact, creature, or planeswalker.
Equipped creature gets +2/+2 and has trample and lifelink. Equip {3}
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Bituminous Blast deals 4 damage to target creature.
Flying When this creature enters, you gain 2 life and draw two cards.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
Exile target permanent with mana value 4 or greater.
{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) As long as this creature is monstrous, it has hexproof and indestructible.
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
When this creature enters, choose one — • Put two +1/+1 counters on this creature. • Destroy target artifact or enchantment. • You gain 4 life.
All Slivers have "{3}, Sacrifice this permanent: Destroy target permanent."
{T}: Draw a card, then discard a card. {2}{U}{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Choose one — • Exile target player's graveyard. • Destroy target artifact. • Each creature deals 1 damage to its controller.
Flying Whenever this creature attacks, add {R}{R}{R}{G}{G}{G}. Until end of turn, you don't lose this mana as steps and phases end.
({G/U} can be paid with either {G} or {U}.) Enchant creature When this Aura enters, draw a card. Enchanted creature can't be the target of spells or abilities your opponents control.
Destroy target creature. It can't be regenerated.
At the beginning of your upkeep, exile the top card of your library. During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with this enchantment. {3}{R}: This enchantment deals 1 damage to target opponent or planeswalker.
Exile target nonland permanent.
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
{T}: Add one mana of any color in your commander's color identity.
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip {6}
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{3}, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
{4}, {T}: Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.
Whenever a Dragon you control enters, put a gold counter on this artifact. {T}, Remove a gold counter from this artifact: Draw a card. {T}: Add one mana of any color.
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{T}: Add one mana of any color that a land an opponent controls could produce.
{1}, {T}: Add {R}{G}.
Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1}
You may have this Equipment enter as a copy of any Equipment on the battlefield.
When this creature enters, destroy target nonland permanent an opponent controls.
{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.
Equipped creature has first strike. Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying. Equip {4}
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {T}, Sacrifice this artifact: You gain 3 life and draw a card. Activate only if you have the city's blessing.
{1}, {T}: Add {B}{R}.
{T}: Add {C}{C}.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
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}
{T}: Add {C}. {T}: Add {B} or {R}. This artifact deals 1 damage to you.
{T}: Add {C}. {7}, {T}, Sacrifice this artifact: Destroy target permanent.
Equipped creature has "{T}: This creature deals 1 damage to any target." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
This land enters tapped. {T}: Add {W}, {U}, or {B}.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{U}.
{T}: Add {C}. {1}, {T}, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.
({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}.
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {T}, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
{1}, {T}: Add {U}{B}.
{T}: Add {C}. {T}: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.
{T}: Add {C}. {1}, {T}, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
{T}: Add one mana of any color that a land an opponent controls could produce.
This land enters tapped. {T}, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}.
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}.
{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.
This land enters tapped. {T}, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
{T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life.
This land enters tapped. {T}: Add {G} or {U}. {2}{G}{U}: This land becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
{T}: Add {C}. {1}: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. {T}: Target Assembly-Worker creature gets +1/+1 until end of turn.
This land enters tapped. When this land enters, you may put target creature card from your graveyard on top of your library. {T}: Add {B}.
{1}, {T}: Add {R}{G}.
| Card | Number | Rarity | Price |
|---|---|---|---|
Galea, Kindler of Hope | 1 | Mythic | $0.72 |
Prosper, Tome-Bound | 2 | Mythic | $14.30 |
Sefris of the Hidden Ways | 3 | Mythic | $0.57 |
Vrondiss, Rage of Ancients | 4 | Mythic | $0.54 |
Fey Steed | 5 | Rare | $0.23 |
Holy Avenger | 6 | Rare | $0.55 |
Immovable Rod | 7 | Rare | $0.32 |
Mantle of the Ancients | 8 | Rare | $3.28 |
Radiant Solar | 9 | Rare | $1.96 |
Revivify | 10 | Rare | $2.07 |
Robe of Stars | 11 | Rare | $13.30 |
Thorough Investigation | 12 | Rare | $2.87 |
Valiant Endeavor | 13 | Rare | $1.06 |
Arcane Endeavor | 14 | Rare | $0.41 |
Diviner's Portent | 15 | Rare | $0.90 |
Minn, Wily Illusionist | 16 | Rare | $7.36 |
Netherese Puzzle-Ward | 17 | Rare | $1.08 |
Phantom Steed | 18 | Rare | $0.49 |
Rod of Absorption | 19 | Rare | $0.56 |
Winged Boots | 20 | Rare | $11.19 |
Bag of Devouring | 21 | Rare | $0.23 |
Danse Macabre | 22 | Rare | $2.48 |
Death Tyrant | 23 | Rare | $2.00 |
Grave Endeavor | 24 | Rare | $2.98 |
Grim Hireling | 25 | Rare | $18.74 |
Hellish Rebuke | 26 | Rare | $4.53 |
Lorcan, Warlock Collector | 27 | Rare | $0.49 |
Wand of Orcus | 28 | Rare | $15.05 |
Berserker's Frenzy | 29 | Rare | $2.57 |
Chaos Dragon | 30 | Rare | $4.37 |
Fiendlash | 31 | Rare | $0.35 |
Maddening Hex | 32 | Rare | $5.08 |
Reckless Endeavor | 33 | Rare | $9.82 |
Share the Spoils | 34 | Rare | $4.03 |
Vengeful Ancestor | 35 | Rare | $0.59 |
Wild-Magic Sorcerer | 36 | Rare | $13.23 |
Bag of Tricks | 37 | Rare | $0.23 |
Belt of Giant Strength | 38 | Rare | $3.80 |
Druid of Purification | 39 | Rare | $1.05 |
Indomitable Might | 40 | Rare | $0.93 |
Neverwinter Hydra | 41 | Rare | $6.47 |
Song of Inspiration | 42 | Rare | $0.24 |
Wild Endeavor | 43 | Rare | $0.23 |
Catti-brie of Mithral Hall | 44 | Rare | $0.23 |
Dragonborn Champion | 45 | Rare | $9.26 |
Extract Brain | 46 | Rare | $0.37 |
Fevered Suspicion | 47 | Rare | $2.53 |
Hurl Through Hell | 48 | Rare | $4.01 |
Karazikar, the Eye Tyrant | 49 | Mythic | $8.66 |
Klauth, Unrivaled Ancient | 50 | Mythic | $19.15 |
Klauth's Will | 51 | Rare | $4.06 |
Midnight Pathlighter | 52 | Rare | $0.82 |
Nihiloor | 53 | Mythic | $0.39 |
Ride the Avalanche | 54 | Rare | $0.31 |
Storvald, Frost Giant Jarl | 55 | Mythic | $0.69 |
Wulfgar of Icewind Dale | 56 | Rare | $8.60 |
Bucknard's Everfull Purse | 57 | Uncommon | $5.86 |
Clay Golem | 58 | Uncommon | $0.23 |
Component Pouch | 59 | Uncommon | $4.91 |
Ebony Fly | 60 | Uncommon | $2.60 |
Sword of Hours | 61 | Uncommon | $7.90 |
Underdark Rift | 62 | Uncommon | $0.39 |
Angel of Finality | 63 | Rare | $0.21 |
Angelic Gift | 64 | Common | $0.19 |
Cataclysmic Gearhulk | 65 | Mythic | $0.27 |
Eternal Dragon | 66 | Rare | $0.29 |
Gryff's Boon | 67 | Uncommon | $0.15 |
Karmic Guide | 68 | Rare | $1.25 |
Puresteel Paladin | 69 | Rare | $0.76 |
Realm-Cloaked Giant // Cast Off | 70 | Mythic | $0.32 |
Ronom Unicorn | 71 | Common | $0.12 |
Sram, Senior Edificer | 72 | Rare | $2.87 |
Sun Titan | 73 | Mythic | $0.27 |
Sunblast Angel | 74 | Rare | $0.59 |
Swords to Plowshares | 75 | Uncommon | $1.55 |
Valorous Stance | 76 | Uncommon | $0.13 |
Wall of Omens | 77 | Uncommon | $0.19 |
Winds of Rath | 78 | Rare | $0.28 |
Brainstorm | 79 | Common | $1.73 |
Champion of Wits | 80 | Rare | $0.11 |
Curator of Mysteries | 81 | Rare | $0.36 |
Curse of Verbosity | 82 | Uncommon | $0.78 |
Eel Umbra | 83 | Common | $0.20 |
Forbidden Alchemy | 84 | Uncommon | $0.05 |
Imprisoned in the Moon | 85 | Rare | $0.31 |
Merfolk Looter | 86 | Uncommon | $0.29 |
Mulldrifter | 87 | Uncommon | $0.29 |
Murder of Crows | 88 | Uncommon | $0.13 |
Phantasmal Image | 89 | Rare | $3.88 |
Prognostic Sphinx | 90 | Rare | $0.14 |
Propaganda | 91 | Uncommon | $3.43 |
Psychic Impetus | 92 | Uncommon | $0.15 |
Riverwise Augur | 93 | Uncommon | $0.09 |
Serum Visions | 94 | Uncommon | $0.67 |
Chittering Witch | 95 | Rare | $0.21 |
Consuming Vapors | 96 | Rare | $0.21 |
Dead Man's Chest | 97 | Rare | $0.48 |
Doomed Necromancer | 98 | Rare | $0.42 |
Fiend of the Shadows | 99 | Rare | $0.23 |
Gonti, Lord of Luxury | 100 | Rare | $0.24 |
Hex | 101 | Rare | $0.29 |
Marionette Master | 102 | Rare | $1.75 |
Necromantic Selection | 103 | Rare | $0.35 |
Ogre Slumlord | 104 | Rare | $0.33 |
Phthisis | 105 | Uncommon | $0.09 |
Piper of the Swarm | 106 | Rare | $2.32 |
Plaguecrafter | 107 | Uncommon | $0.42 |
Pontiff of Blight | 108 | Rare | $0.25 |
Reassembling Skeleton | 109 | Uncommon | $0.21 |
Shriekmaw | 110 | Uncommon | $0.22 |
Unburial Rites | 111 | Uncommon | $0.22 |
Victimize | 112 | Uncommon | $0.54 |
Anger | 113 | Uncommon | $2.11 |
Apex of Power | 114 | Mythic | $0.56 |
Bogardan Hellkite | 115 | Mythic | $0.67 |
Chain Reaction | 116 | Rare | $0.53 |
Chaos Warp | 117 | Rare | $0.63 |
Commune with Lava | 118 | Rare | $0.45 |
Dark-Dweller Oracle | 119 | Rare | $0.22 |
Demanding Dragon | 120 | Rare | $0.60 |
Dire Fleet Daredevil | 121 | Rare | $0.19 |
Disrupt Decorum | 122 | Rare | $2.49 |
Dragonlord's Servant | 123 | Uncommon | $0.43 |
Dragonmaster Outcast | 124 | Mythic | $0.64 |
Dream Pillager | 125 | Rare | $0.14 |
Etali, Primal Storm | 126 | Rare | $0.68 |
Gratuitous Violence | 127 | Rare | $0.93 |
Hoard-Smelter Dragon | 128 | Rare | $0.22 |
Ignite the Future | 129 | Rare | $0.37 |
Izzet Chemister | 130 | Rare | $0.16 |
Light Up the Stage | 131 | Uncommon | $0.26 |
Loyal Apprentice | 132 | Uncommon | $0.42 |
Magmaquake | 133 | Rare | $0.30 |
Opportunistic Dragon | 134 | Rare | $0.38 |
Outpost Siege | 135 | Rare | $0.20 |
Rile | 136 | Common | $0.30 |
Scourge of Valkas | 137 | Mythic | $4.40 |
Shiny Impetus | 138 | Uncommon | $0.21 |
Shivan Hellkite | 139 | Rare | $0.16 |
Skyline Despot | 140 | Rare | $0.41 |
Skyship Stalker | 141 | Rare | $0.19 |
Spit Flame | 142 | Rare | $0.32 |
Taurean Mauler | 143 | Rare | $1.16 |
Tectonic Giant | 144 | Rare | $0.39 |
Terror of Mount Velus | 145 | Rare | $1.33 |
Throes of Chaos | 146 | Uncommon | $0.13 |
Thunderbreak Regent | 147 | Rare | $0.35 |
Vandalblast | 148 | Uncommon | $3.07 |
Warstorm Surge | 149 | Rare | $0.70 |
Abundant Growth | 150 | Common | $0.23 |
Acidic Slime | 151 | Uncommon | $0.20 |
Beast Within | 152 | Uncommon | $0.68 |
Chameleon Colossus | 153 | Rare | $0.72 |
Colossal Majesty | 154 | Uncommon | $1.64 |
Cultivate | 155 | Uncommon | $0.62 |
Decree of Savagery | 156 | Rare | $0.27 |
Explore | 157 | Common | $0.25 |
Fertile Ground | 158 | Common | $0.80 |
Garruk's Uprising | 159 | Uncommon | $0.79 |
Greater Good | 160 | Rare | $5.78 |
Heroic Intervention | 161 | Rare | $13.86 |
Kenrith's Transformation | 162 | Uncommon | $1.12 |
Kindred Summons | 163 | Rare | $7.20 |
Nature's Lore | 164 | Common | $5.33 |
Paradise Druid | 165 | Uncommon | $0.30 |
Rampant Growth | 166 | Common | $0.38 |
Rancor | 167 | Uncommon | $0.95 |
Return of the Wildspeaker | 168 | Rare | $2.21 |
Return to Nature | 169 | Common | $0.12 |
Rishkar's Expertise | 170 | Rare | $2.50 |
Shamanic Revelation | 171 | Rare | $1.05 |
Utopia Sprawl | 172 | Common | $1.00 |
Verdant Embrace | 173 | Rare | $0.34 |
Wild Growth | 174 | Common | $0.42 |
Ashen Rider | 175 | Mythic | $0.33 |
Atarka, World Render | 176 | Rare | $1.26 |
Baleful Strix | 177 | Rare | $1.25 |
Bant Charm | 178 | Uncommon | $0.19 |
Bedevil | 179 | Rare | $0.69 |
Behemoth Sledge | 180 | Uncommon | $0.26 |
Bituminous Blast | 181 | Uncommon | $0.07 |
Cloudblazer | 182 | Uncommon | $0.21 |
Cold-Eyed Selkie | 183 | Rare | $0.24 |
Despark | 184 | Uncommon | $0.36 |
Fleecemane Lion | 185 | Rare | $0.38 |
Hostage Taker | 186 | Rare | $0.20 |
Knight of Autumn | 187 | Rare | $0.42 |
Necrotic Sliver | 188 | Uncommon | $0.39 |
Obsessive Stitcher | 189 | Uncommon | $0.27 |
Rakdos Charm | 190 | Uncommon | $0.49 |
Savage Ventmaw | 191 | Uncommon | $2.79 |
Shielding Plax | 192 | Common | $0.19 |
Terminate | 193 | Uncommon | $0.40 |
Theater of Horrors | 194 | Rare | $0.19 |
Utter End | 195 | Rare | $0.20 |
Vanish into Memory | 196 | Uncommon | $0.11 |
Arcane Signet | 197 | Common | $0.53 |
Argentum Armor | 198 | Rare | $2.78 |
Basilisk Collar | 199 | Rare | $6.28 |
Burnished Hart | 200 | Uncommon | $0.08 |
Chaos Wand | 201 | Rare | $0.34 |
Colossus Hammer | 202 | Uncommon | $1.92 |
Commander's Sphere | 203 | Common | $0.32 |
Dragon's Hoard | 204 | Rare | $0.64 |
Explorer's Scope | 205 | Common | $0.14 |
Fellwar Stone | 206 | Uncommon | $1.05 |
Gruul Signet | 207 | Common | $0.45 |
Heirloom Blade | 208 | Uncommon | $0.22 |
Masterwork of Ingenuity | 209 | Rare | $0.96 |
Meteor Golem | 210 | Uncommon | $0.13 |
Mind Stone | 211 | Uncommon | $0.25 |
Moonsilver Spear | 212 | Rare | $0.58 |
Orazca Relic | 213 | Common | $0.09 |
Rakdos Signet | 214 | Uncommon | $1.12 |
Sol Ring | 215 | Uncommon | $1.53 |
Solemn Simulacrum | 216 | Rare | $0.27 |
Swiftfoot Boots | 217 | Uncommon | $2.84 |
Sword of the Animist | 218 | Rare | $7.86 |
Talisman of Indulgence | 219 | Uncommon | $2.51 |
Unstable Obelisk | 220 | Uncommon | $0.12 |
Viridian Longbow | 221 | Common | $1.17 |
Wayfarer's Bauble | 222 | Common | $0.34 |
Arcane Sanctum | 223 | Uncommon | $0.40 |
Azorius Chancery | 224 | Uncommon | $0.18 |
Bant Panorama | 225 | Common | $0.27 |
Bojuka Bog | 226 | Common | $0.93 |
Canopy Vista | 227 | Rare | $0.56 |
Choked Estuary | 228 | Rare | $0.31 |
Cinder Glade | 229 | Rare | $0.35 |
Command Tower | 230 | Common | $0.33 |
Crucible of the Spirit Dragon | 231 | Rare | $0.49 |
Darkwater Catacombs | 232 | Rare | $0.32 |
Desert | 233 | Uncommon | $0.78 |
Dimir Aqueduct | 234 | Uncommon | $0.30 |
Esper Panorama | 235 | Common | $0.36 |
Exotic Orchard | 236 | Rare | $0.26 |
Flood Plain | 237 | Uncommon | $0.49 |
Foreboding Ruins | 238 | Rare | $0.32 |
Fortified Village | 239 | Rare | $0.18 |
Game Trail | 240 | Rare | $0.22 |
Geier Reach Sanitarium | 241 | Rare | $0.98 |
Grasslands | 242 | Uncommon | $0.37 |
Gruul Turf | 243 | Uncommon | $0.25 |
Halimar Depths | 244 | Common | $0.45 |
Haven of the Spirit Dragon | 245 | Rare | $1.28 |
High Market | 246 | Rare | $1.12 |
Lumbering Falls | 247 | Rare | $0.14 |
Mishra's Factory | 248 | Uncommon | $0.13 |
Mortuary Mire | 249 | Common | $0.66 |
Mossfire Valley | 250 | Rare | $0.22 |