Forgotten Realms Commander
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
{T}: Add {C}. {T}: Add {W}. Activate only if you control an Island. {T}: Add {U}. Activate only if you control a Plains.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{B}.
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{R}.
This land enters tapped. {T}: Add {G}, {W}, or {U}.
{1}, {T}: Add {B}{R}.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.
{1}, {T}: Add {W}{U}.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
{1}, {T}: Add {G}{W}.
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
{T}: Add {C}. {T}: Add {B} or {R}. Activate only if you control a Swamp.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This land enters tapped. As it enters, choose a color other than green. {T}: Add {G} or one mana of the chosen color.
This land enters tapped. As it enters, choose a color other than white. {T}: Add {W} or one mana of the chosen color.
This land enters tapped. As it enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color.
This land enters tapped. As it enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color.
{T}: Add {C}. {2}{G}{W}, {T}: Create a 1/1 green Saproling creature token.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {C}.
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.)
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."
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.
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.
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.
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.
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.
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.
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.
Dragon spells you cast cost {2} less to cast.
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}
Flying
Vigilance
This creature gets +1/+0 for each other Illusion you control.
When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Flying
When this creature deals damage, sacrifice it.
{2}, Sacrifice this token: Draw a card.
Flying
At the beginning of your end step, draw a card. Whenever a creature deals combat damage to you, its controller becomes the monarch.
| Card | Number | Rarity | Price |
|---|---|---|---|
Mosswort Bridge | 251 | Rare | $0.25 |
Nimbus Maze | 252 | Rare | $7.16 |
Orzhov Basilica | 253 | Uncommon | $0.26 |
Path of Ancestry | 254 | Common | $0.25 |
Port Town | 255 | Rare | $0.30 |
Prairie Stream | 256 | Rare | $0.31 |
Rakdos Carnarium | 257 | Uncommon | $0.42 |
Seaside Citadel | 258 | Uncommon | $0.34 |
Shadowblood Ridge | 259 | Rare | $0.31 |
Simic Growth Chamber | 260 | Uncommon | $0.29 |
Skycloud Expanse | 261 | Rare | $0.18 |
Smoldering Marsh | 262 | Rare | $0.37 |
Spinerock Knoll | 263 | Rare | $0.84 |
Sungrass Prairie | 264 | Rare | $0.26 |
Sunken Hollow | 265 | Rare | $0.36 |
Tainted Peak | 266 | Uncommon | $3.26 |
Terramorphic Expanse | 267 | Common | $0.13 |
Thriving Grove | 268 | Common | $0.11 |
Thriving Heath | 269 | Common | $0.11 |
Thriving Isle | 270 | Common | $0.14 |
Thriving Moor | 271 | Common | $0.23 |
Vitu-Ghazi, the City-Tree | 272 | Uncommon | $0.12 |
Zhalfirin Void | 273 | Uncommon | $0.81 |
Fey Steed | 274 | Rare | $0.23 |
Holy Avenger | 275 | Rare | $2.53 |
Immovable Rod | 276 | Rare | $0.50 |
Mantle of the Ancients | 277 | Rare | $4.71 |
Radiant Solar | 278 | Rare | $2.78 |
Revivify | 279 | Rare | $2.36 |
Robe of Stars | 280 | Rare | $15.19 |
Thorough Investigation | 281 | Rare | $3.37 |
Valiant Endeavor | 282 | Rare | $1.02 |
Arcane Endeavor | 283 | Rare | $0.50 |
Diviner's Portent | 284 | Rare | $0.65 |
Minn, Wily Illusionist | 285 | Rare | $7.51 |
Netherese Puzzle-Ward | 286 | Rare | $2.50 |
Phantom Steed | 287 | Rare | $0.71 |
Rod of Absorption | 288 | Rare | $0.72 |
Winged Boots | 289 | Rare | $11.96 |
Bag of Devouring | 290 | Rare | $0.27 |
Danse Macabre | 291 | Rare | $2.48 |
Death Tyrant | 292 | Rare | $2.22 |
Grave Endeavor | 293 | Rare | $1.51 |
Grim Hireling | 294 | Rare | $20.81 |
Hellish Rebuke | 295 | Rare | $6.23 |
Lorcan, Warlock Collector | 296 | Rare | $1.05 |
Wand of Orcus | 297 | Rare | $14.84 |
Berserker's Frenzy | 298 | Rare | $2.03 |
Chaos Dragon | 299 | Rare | $6.52 |
Fiendlash | 300 | Rare | $2.43 |
Maddening Hex | 301 | Rare | $3.43 |
Reckless Endeavor | 302 | Rare | $8.84 |
Share the Spoils | 303 | Rare | $4.79 |
Vengeful Ancestor | 304 | Rare | $2.41 |
Wild-Magic Sorcerer | 305 | Rare | $12.28 |
Bag of Tricks | 306 | Rare | $0.33 |
Belt of Giant Strength | 307 | Rare | $4.42 |
Druid of Purification | 308 | Rare | $2.52 |
Indomitable Might | 309 | Rare | $1.04 |
Neverwinter Hydra | 310 | Rare | $6.51 |
Song of Inspiration | 311 | Rare | $0.32 |
Wild Endeavor | 312 | Rare | $0.25 |
Catti-brie of Mithral Hall | 313 | Rare | $0.57 |
Dragonborn Champion | 314 | Rare | $10.44 |
Extract Brain | 315 | Rare | $0.55 |
Fevered Suspicion | 316 | Rare | $2.95 |
Galea, Kindler of Hope | 317 | Mythic | $2.62 |
Hurl Through Hell | 318 | Rare | $4.11 |
Karazikar, the Eye Tyrant | 319 | Mythic | $8.24 |
Klauth, Unrivaled Ancient | 320 | Mythic | $31.54 |
Klauth's Will | 321 | Rare | $4.31 |
Midnight Pathlighter | 322 | Rare | $1.31 |
Nihiloor | 323 | Mythic | $2.44 |
Prosper, Tome-Bound | 324 | Mythic | $19.67 |
Ride the Avalanche | 325 | Rare | $0.31 |
Sefris of the Hidden Ways | 326 | Mythic | $6.18 |
Storvald, Frost Giant Jarl | 327 | Mythic | $1.66 |
Vrondiss, Rage of Ancients | 328 | Mythic | $1.85 |
Wulfgar of Icewind Dale | 329 | Rare | $8.20 |
Dragonspeaker Shaman | 330 | Uncommon | $2.26 |
Lightning Greaves | 331 | Uncommon | $4.63 |
Angel | 1 | N/A | |
Knight | 2 | N/A | |
Illusion | 3 | N/A | |
Champion of Wits | 4 | N/A | |
Rat | 5 | N/A | |
Dragon | 6 | N/A | |
Beast | 7 | N/A | |
Saproling | 8 | N/A | |
Dragon Spirit | 9 | N/A | |
Clue | 10 | N/A | |
Servo | 11 | N/A | |
Thopter | 12 | N/A | |
The Monarch | 13 | N/A |