Zendikar Rising Commander
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land. Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
Vigilance Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard. When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
Prowl {3}{U} (You may cast this spell for its prowl cost if you dealt combat damage to a player this turn with a Sphinx or Rogue.) Flying When this creature enters, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell. Equip {3}
First strike Landfall — Whenever a land you control enters, goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land. Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying.
Flying Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature. When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
Choose one or both — • Exile target artifact. • Exile target enchantment.
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Flying Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
Flying Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield. Destroy all nonland permanents.
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Destroy all nonland creatures. Awaken 4—{5}{W}{W}{W} (If you cast this spell for {5}{W}{W}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Landfall — Whenever a land you control enters, choose one — • Create a 1/1 white Kor Ally creature token. • Creatures you control get +1/+1 until end of turn.
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.
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.) {1}: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
Return all attacking creatures to their owner's hand.
Choose a creature type. Draw a card for each permanent you control of that type.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Hexproof (This creature can't be the target of spells or abilities your opponents control.) This creature can't be blocked.
Flying Prowl {2}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.) When this creature enters, if its prowl cost was paid, draw a card.
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
When this creature enters, gain control of target artifact for as long as you control this creature.
Whenever you attack with two or more creatures, draw a card.
Flying Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
This creature can't be blocked.
Create a token that's a copy of target artifact or creature. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
This creature can't be blocked.
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Changeling (This card is every creature type.) This creature can't block and can't be blocked.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Put target creature card from a graveyard onto the battlefield under your control.
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
Haste Goblin spells and Rogue spells you cast cost {1} less to cast.
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 all creatures you don't control and all planeswalkers you don't control.
Flying When this creature enters, create two 1/1 black Goblin Rogue creature tokens. Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
Destroy target creature.
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.
Bestow {2}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token. Rats you control have deathtouch.
Flying Each other Rogue creature you control enters with an additional +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
This spell costs {2} less to cast if it targets a legendary creature. Destroy target creature. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent. {1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
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.
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Vigilance Land creatures you control have vigilance. Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
This creature enters with two +1/+1 counters on it. {1}{G}, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
Draw three cards.
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Whenever one or more non-Human creatures you control deal combat damage to a player, draw a card.
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill two cards, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
Reach, trample Multani gets +1/+1 for each land you control and each land card in your graveyard. {1}{G}, Return two lands you control to their owner's hand: Return this card from your graveyard to your hand.
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
Trample Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
Landfall — Whenever a land you control enters, choose one — • Put a +1/+1 counter on target creature. • You gain 2 life.
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.
At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns.
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Vigilance As long as you control six or more lands, this creature and land creatures you control get +2/+2.
Outlast {G} ({G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has trample.
{X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. {2}, Sacrifice this creature: Draw a card.
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
Ground Assault deals damage to target creature equal to the number of lands you control.
Hexproof Whenever a creature card is put into an opponent's graveyard from anywhere, you may have Lazav become a copy of that card, except its name is Lazav, Dimir Mastermind, it's legendary in addition to its other types, and it has hexproof and this ability.
{1}{R}, Discard a land card: This creature deals 2 damage to any target. {G}: Return a tapped land you control to its owner's hand.
You may play an additional land on each of your turns. {R}{G}, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
Choose one — • Naya Charm deals 3 damage to target creature. • Return target card from a graveyard to its owner's hand. • Tap all creatures target player controls.
Flash If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token. Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
Flying {X}{U/B}: Choose a color. Target opponent exiles the top X cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.
Choose one or both — • Counter target creature spell. • Return target creature card from your graveyard to your hand.
Cast this spell only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
Exile up to two target artifacts and/or enchantments. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
{T}: Add one mana of any color in your commander's color identity.
Equipped creature gets +1/+1 for each land you control. Equip legendary creature {3} Equip {7}
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards. Equip {2}
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.
{T}: Add {U} or {B}. {U}{B}: This artifact becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
{T}: Add {U} or {B}. {U/B}{U/B}{U/B}{U/B}, {T}, Sacrifice this artifact: Draw two cards.
{1}, {T}: Add {U}{B}.
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}
{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) As this artifact enters, choose a creature type. Creatures you control of the chosen type get +2/+2.
Flying When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Whenever this creature becomes tapped, choose one — • You may put a land card from your hand onto the battlefield tapped. • Return target land card from your graveyard to the battlefield tapped.
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip {3}
Landfall — Whenever a land you control enters, you may pay {2}. If you do, draw a card.
{T}: Add {C}{C}.
{T}: Add {C}. {3}{G}, {T}, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{W}.
This land enters tapped. {T}: Add {R} or {W}.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add {C}. {1}, {T}, Sacrifice this land: Draw a card. Activate only if you control five or more lands.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.
This land enters tapped. {T}: Add {U} or {B}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This land enters tapped. {T}: Add {R} or {G}.
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. {T}: Add {R}, {G}, or {W}.
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
{T}: Add {C}. {1}, {T}, Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
This land enters tapped. {T}: Add {R} or {W}. {2}{R}{W}: This land becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.
This land enters tapped. {T}: Add {G} or {W}.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{W}.
This land enters tapped. {T}: Add {U} or {B}.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Flying
Flying
Flying
| Card | Number | Rarity | Price |
|---|---|---|---|
Anowon, the Ruin Thief | 1 | Mythic | $0.58 |
Obuun, Mul Daya Ancestor | 2 | Mythic | $0.47 |
Trove Warden | 3 | Rare | $0.41 |
Enigma Thief | 4 | Rare | $0.27 |
Whispersteel Dagger | 5 | Rare | $0.25 |
Geode Rager | 6 | Rare | $2.45 |
Anowon, the Ruin Thief | 7 | Mythic | $1.14 |
Obuun, Mul Daya Ancestor | 8 | Mythic | $1.23 |
Abzan Falconer | 9 | Uncommon | $0.28 |
Admonition Angel | 10 | Mythic | $1.16 |
Banishing Light | 11 | Uncommon | $0.13 |
Condemn | 12 | Uncommon | $0.17 |
Crush Contraband | 13 | Uncommon | $0.19 |
Elite Scaleguard | 14 | Uncommon | $0.11 |
Emeria Angel | 15 | Rare | $0.79 |
Emeria Shepherd | 16 | Rare | $4.67 |
Hour of Revelation | 17 | Rare | $1.47 |
Kor Cartographer | 18 | Common | $0.13 |
Planar Outburst | 19 | Rare | $0.27 |
Retreat to Emeria | 20 | Uncommon | $0.34 |
Sun Titan | 21 | Mythic | $0.29 |
Together Forever | 22 | Rare | $0.26 |
Aetherize | 23 | Uncommon | $0.63 |
Distant Melody | 24 | Common | $0.96 |
Fact or Fiction | 25 | Uncommon | $0.18 |
Faerie Vandal | 26 | Uncommon | $0.24 |
Invisible Stalker | 27 | Uncommon | $0.96 |
Latchkey Faerie | 28 | Common | $0.11 |
Marang River Prowler | 29 | Uncommon | $0.11 |
Master Thief | 30 | Uncommon | $0.11 |
Military Intelligence | 31 | Uncommon | $0.35 |
Nightveil Sprite | 32 | Uncommon | $0.11 |
Notorious Throng | 33 | Rare | $4.03 |
Open into Wonder | 34 | Uncommon | $0.30 |
Scourge of Fleets | 35 | Rare | $0.49 |
Slither Blade | 36 | Common | $0.43 |
Stolen Identity | 37 | Rare | $0.36 |
Triton Shorestalker | 38 | Common | $0.27 |
Whirler Rogue | 39 | Uncommon | $0.20 |
Changeling Outcast | 40 | Common | $1.39 |
Endless Obedience | 41 | Uncommon | $0.13 |
Fated Return | 42 | Rare | $0.29 |
Frogtosser Banneret | 43 | Common | $0.30 |
Gonti, Lord of Luxury | 44 | Rare | $0.23 |
In Garruk's Wake | 45 | Rare | $2.91 |
Marsh Flitter | 46 | Uncommon | $0.10 |
Murder | 47 | Common | $0.11 |
Necromantic Selection | 48 | Rare | $0.38 |
Nighthowler | 49 | Rare | $0.31 |
Ogre Slumlord | 50 | Rare | $0.35 |
Oona's Blackguard | 51 | Uncommon | $0.59 |
Price of Fame | 52 | Uncommon | $0.26 |
Rise from the Grave | 53 | Uncommon | $0.15 |
Sepulchral Primordial | 54 | Rare | $0.34 |
Stinkdrinker Bandit | 55 | Uncommon | $0.12 |
Syr Konrad, the Grim | 56 | Uncommon | $0.69 |
Zulaport Cutthroat | 57 | Uncommon | $5.01 |
Abundance | 58 | Rare | $1.18 |
Acidic Slime | 59 | Uncommon | $0.22 |
Armorcraft Judge | 60 | Uncommon | $0.26 |
Beanstalk Giant // Fertile Footsteps | 61 | Uncommon | $0.27 |
Circuitous Route | 62 | Uncommon | $0.41 |
Elvish Rejuvenator | 63 | Common | $0.10 |
Embodiment of Insight | 64 | Uncommon | $0.25 |
Evolution Sage | 65 | Uncommon | $2.74 |
Far Wanderings | 66 | Common | $0.42 |
Fertilid | 67 | Common | $0.11 |
Harmonize | 68 | Uncommon | $0.30 |
Harrow | 69 | Common | $0.42 |
Inspiring Call | 70 | Uncommon | $0.41 |
Keeper of Fables | 71 | Uncommon | $0.30 |
Khalni Heart Expedition | 72 | Common | $0.27 |
Kodama's Reach | 73 | Common | $1.63 |
The Mending of Dominaria | 74 | Rare | $0.33 |
Multani, Yavimaya's Avatar | 75 | Mythic | $0.44 |
Nissa's Renewal | 76 | Rare | $0.34 |
Rampaging Baloths | 77 | Rare | $0.42 |
Retreat to Kazandu | 78 | Uncommon | $0.33 |
Return of the Wildspeaker | 79 | Rare | $1.17 |
Rites of Flourishing | 80 | Rare | $0.48 |
Satyr Wayfinder | 81 | Common | $0.09 |
Sporemound | 82 | Common | $0.29 |
Springbloom Druid | 83 | Common | $0.53 |
Sylvan Advocate | 84 | Rare | $0.37 |
Tuskguard Captain | 85 | Uncommon | $0.13 |
Waker of the Wilds | 86 | Rare | $0.15 |
Yavimaya Elder | 87 | Common | $0.14 |
Zendikar's Roil | 88 | Uncommon | $1.72 |
Consuming Aberration | 89 | Rare | $0.28 |
Extract from Darkness | 90 | Uncommon | $0.30 |
Ground Assault | 91 | Uncommon | $0.07 |
Lazav, Dimir Mastermind | 92 | Mythic | $0.77 |
Living Twister | 93 | Rare | $0.22 |
Mina and Denn, Wildborn | 94 | Rare | $1.14 |
Naya Charm | 95 | Uncommon | $0.32 |
Notion Thief | 96 | Rare | $1.69 |
Omnath, Locus of Rage | 97 | Mythic | $1.57 |
Oona, Queen of the Fae | 98 | Rare | $1.02 |
Silumgar's Command | 99 | Rare | $0.20 |
Soul Manipulation | 100 | Uncommon | $0.29 |
Spinal Embrace | 101 | Rare | $0.21 |
Struggle // Survive | 102 | Uncommon | $0.14 |
Sygg, River Cutthroat | 103 | Rare | $8.19 |
Sylvan Reclamation | 104 | Uncommon | $0.30 |
Treacherous Terrain | 105 | Uncommon | $0.17 |
Arcane Signet | 106 | Common | $0.71 |
Blackblade Reforged | 107 | Rare | $3.27 |
Bonehoard | 108 | Rare | $0.27 |
Commander's Sphere | 109 | Common | $0.17 |
Dimir Keyrune | 110 | Uncommon | $0.19 |
Dimir Locket | 111 | Common | $0.18 |
Dimir Signet | 112 | Common | $1.09 |
Heirloom Blade | 113 | Uncommon | $0.21 |
Mind Stone | 114 | Uncommon | $0.29 |
Obelisk of Urd | 115 | Rare | $4.02 |
Sandstone Oracle | 116 | Uncommon | $0.29 |
Scaretiller | 117 | Common | $0.15 |
Scytheclaw | 118 | Rare | $0.23 |
Seer's Sundial | 119 | Rare | $0.19 |
Sol Ring | 120 | Uncommon | $1.80 |
Blighted Woodland | 121 | Uncommon | $0.34 |
Boros Garrison | 122 | Uncommon | $0.27 |
Boros Guildgate | 123 | Common | $0.08 |
Command Tower | 124 | Common | $0.37 |
Cryptic Caves | 125 | Uncommon | $0.25 |
Dimir Aqueduct | 126 | Uncommon | $0.34 |
Dimir Guildgate | 127 | Common | $0.33 |
Dismal Backwater | 128 | Common | $0.20 |
Evolving Wilds | 129 | Common | $0.12 |
Gruul Guildgate | 130 | Common | $0.17 |
Gruul Turf | 131 | Uncommon | $0.29 |
Jungle Shrine | 132 | Uncommon | $0.36 |
Jwar Isle Refuge | 133 | Uncommon | $0.34 |
Krosan Verge | 134 | Uncommon | $0.16 |
Myriad Landscape | 135 | Uncommon | $0.25 |
Naya Panorama | 136 | Common | $0.21 |
Needle Spires | 137 | Rare | $0.25 |
Rogue's Passage | 138 | Uncommon | $0.54 |
Selesnya Guildgate | 139 | Common | $0.09 |
Selesnya Sanctuary | 140 | Uncommon | $0.26 |
Submerged Boneyard | 141 | Uncommon | $0.17 |
Terramorphic Expanse | 142 | Common | $0.19 |
Bird | 1 | N/A | |
Kor Ally | 2 | N/A | |
Faerie Rogue | 3 | N/A | |
Germ | 4 | N/A | |
Goblin Rogue | 5 | N/A | |
Rat | 6 | N/A | |
Beast | 7 | N/A | |
Elemental | 8 | N/A | |
Saproling | 9 | N/A | |
Elemental | 10 | N/A | |
Thopter | 11 | N/A |