Warhammer 40,000 Commander

40K · 617 cards · Released

Szarekh, the Silent King
Legendary Artifact Creature — Necron

Flying

My Will Be Done — Whenever Szarekh attacks, mill three cards. You may put an artifact creature card or Vehicle card from among the cards milled this way into your hand.

3/4
Abaddon the Despoiler
Legendary Creature — Astartes Warrior

Trample

Mark of Chaos Ascendant — During your turn, spells you cast from your hand with mana value X or less have cascade, where X is the total amount of life your opponents have lost this turn.

Under his rule, there is but one creed: Chaos shall reign.

5/5
Inquisitor Greyfax
Legendary Creature — Human Inquisitor

Vigilance

Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance.

Hunt for Heresy , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

3/3
The Swarmlord
Legendary Creature — Tyranid

Rapid Regeneration — The Swarmlord enters with two +1/+1 counters on it for each time you've cast your commander from the command zone this game.

Xenos Cunning — Whenever a creature you control with a counter on it dies, draw a card.

5/5
Imotekh the Stormlord
Legendary Artifact Creature — Necron

Phaeron — Whenever one or more artifact cards leave your graveyard, create two 2/2 black Necron Warrior artifact creature tokens.

Grand Strategist — At the beginning of combat on your turn, another target artifact creature you control gets +2/+2 and gains menace until end of turn.

3/3
Be'lakor, the Dark Master
Legendary Creature — Demon Noble

Flying

Prince of Chaos — When Be'lakor enters, you draw X cards and you lose X life, where X is the number of Demons you control.

Lord of Torment — Whenever another Demon you control enters, it deals damage equal to its power to any target.

6/5
Magus Lucea Kane
Legendary Creature — Human Tyranid Wizard

Spiritual Leader — At the beginning of combat on your turn, put a +1/+1 counter on target creature.

Psychic Stimulus : Add . When you next cast a spell with in its mana cost or activate an ability with in its activation cost this turn, copy that spell or ability. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

1/1
Marneus Calgar
Legendary Creature — Astartes Warrior

Double strike

Master Tactician — Whenever one or more tokens you control enter, draw a card.

Chapter Master : Create two 2/2 white Astartes Warrior creature tokens with vigilance.

3/5
And They Shall Know No Fear
Instant

Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.

"They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines."

—The Emperor of Mankind

And They Shall Know No Fear
Instant

Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.

"They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines."

—The Emperor of Mankind

Celestine, the Living Saint
Legendary Creature — Human Warrior

Flying, lifelink

Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.

3/4
Celestine, the Living Saint
Legendary Creature — Human Warrior

Flying, lifelink

Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.

3/4
Defenders of Humanity
Enchantment

When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.

, Exile this enchantment: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.

Defenders of Humanity
Enchantment

When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.

, Exile this enchantment: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.

For the Emperor!
Sorcery

Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.

They all took up the cry, the missionaries, the pilgrims, the sisters of the Orders Militant. The forces of Chaos melted before the fire of their faith.

For the Emperor!
Sorcery

Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.

They all took up the cry, the missionaries, the pilgrims, the sisters of the Orders Militant. The forces of Chaos melted before the fire of their faith.

Grey Knight Paragon
Creature — Astartes Knight

Flash

Rites of Banishment — When this creature enters, destroy target attacking creature. If that creature is a Demon, exile it instead.

"Our will shall be our weapons, our faith shall be our armour."

—Canticle of Absolution

4/4
Grey Knight Paragon
Creature — Astartes Knight

Flash

Rites of Banishment — When this creature enters, destroy target attacking creature. If that creature is a Demon, exile it instead.

"Our will shall be our weapons, our faith shall be our armour."

—Canticle of Absolution

4/4
Space Marine Devastator
Creature — Astartes Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.

3/3
Space Marine Devastator
Creature — Astartes Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.

3/3
Space Marine Scout
Creature — Astartes Scout

First strike, vigilance

Concealed Position — When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Through blood and battle, scouts are forged from raw recruits into the Imperium's finest.

2/1
Space Marine Scout
Creature — Astartes Scout

First strike, vigilance

Concealed Position — When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Through blood and battle, scouts are forged from raw recruits into the Imperium's finest.

2/1
Thunderwolf Cavalry
Creature — Astartes Warrior

First strike

Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.

The practice of tracking and training Thunderwolves is a sort of initiation ritual into the upper echelons of the Wolf Guard.

4/4
Thunderwolf Cavalry
Creature — Astartes Warrior

First strike

Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.

The practice of tracking and training Thunderwolves is a sort of initiation ritual into the upper echelons of the Wolf Guard.

4/4
Triumph of Saint Katherine
Creature — Human Warrior

Lifelink

Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library.

Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

5/5
Triumph of Saint Katherine
Creature — Human Warrior

Lifelink

Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library.

Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

5/5
Ultramarines Honour Guard
Creature — Astartes Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Other creatures you control get +1/+1.

2/2
Ultramarines Honour Guard
Creature — Astartes Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Other creatures you control get +1/+1.

2/2
Vexilus Praetor
Creature — Custodes Warrior

Flash

Vigilance

Aegis of the Emperor — Commanders you control have protection from everything.

There is no greater bulwark than the Praetors of the Adeptus Custodes, the bodyguards of the Emperor of Mankind.

3/4
Vexilus Praetor
Creature — Custodes Warrior

Flash

Vigilance

Aegis of the Emperor — Commanders you control have protection from everything.

There is no greater bulwark than the Praetors of the Adeptus Custodes, the bodyguards of the Emperor of Mankind.

3/4
Zephyrim
Creature — Human Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Flying, vigilance

Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

3/3
Zephyrim
Creature — Human Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Flying, vigilance

Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

3/3
Genestealer Locus
Creature — Tyranid Human

Neurotraumal Rod — Whenever a creature attacks you, it gets -1/-0 until end of turn.

Whenever a creature attacks one of your opponents, it gets +0/+1 until end of turn.

Harrowing visions, paralyzing pain, and terrifying brain spasms await those who challenge the cult.

3/3
Genestealer Locus
Creature — Tyranid Human

Neurotraumal Rod — Whenever a creature attacks you, it gets -1/-0 until end of turn.

Whenever a creature attacks one of your opponents, it gets +0/+1 until end of turn.

Harrowing visions, paralyzing pain, and terrifying brain spasms await those who challenge the cult.

3/3
Genestealer Patriarch
Creature — Tyranid

Genestealer's Kiss — Whenever this creature attacks, put an infection counter on target creature defending player controls.

Children of the Cult — Whenever a creature with an infection counter on it dies, you create a token that's a copy of that creature, except it's a Tyranid in addition to its other types.

4/4
Genestealer Patriarch
Creature — Tyranid

Genestealer's Kiss — Whenever this creature attacks, put an infection counter on target creature defending player controls.

Children of the Cult — Whenever a creature with an infection counter on it dies, you create a token that's a copy of that creature, except it's a Tyranid in addition to its other types.

4/4
Heralds of Tzeentch
Creature — Demon

Flying

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.)

3/3
Heralds of Tzeentch
Creature — Demon

Flying

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.)

3/3
Lord of Change
Creature — Demon

Flying, ward

Architect of Deception — When this creature enters, draw three cards.

The Lords of Change are Tzeentch's greatest servants. The most powerful of them wield fragments of his power over destiny.

6/6
Lord of Change
Creature — Demon

Flying, ward

Architect of Deception — When this creature enters, draw three cards.

The Lords of Change are Tzeentch's greatest servants. The most powerful of them wield fragments of his power over destiny.

6/6
Sicarian Infiltrator
Artifact Creature — Human Soldier

Flash

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Benediction of the Omnissiah — When this creature enters, draw a card.

1/2
Sicarian Infiltrator
Artifact Creature — Human Soldier

Flash

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Benediction of the Omnissiah — When this creature enters, draw a card.

1/2
Sister of Silence
Creature — Human Knight

Flash

Psychic Abomination — When this creature enters, counter target instant spell, sorcery spell, activated ability, or triggered ability.

3/3
Sister of Silence
Creature — Human Knight

Flash

Psychic Abomination — When this creature enters, counter target instant spell, sorcery spell, activated ability, or triggered ability.

3/3
Vanguard Suppressor
Creature — Astartes Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Flying

Suppressing Fire — Whenever this creature deals combat damage to a player, draw a card.

3/2
Vanguard Suppressor
Creature — Astartes Warrior

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

Flying

Suppressing Fire — Whenever this creature deals combat damage to a player, draw a card.

3/2
Anrakyr the Traveller
Legendary Artifact Creature — Necron

Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.

"Though it may take an eternity, I will see the myriad dynasties united once more."

4/4
Anrakyr the Traveller
Legendary Artifact Creature — Necron

Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.

"Though it may take an eternity, I will see the myriad dynasties united once more."

4/4
Arco-Flagellant
Creature — Human

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

This creature can't block.

Endurant — Pay 3 life: This creature gains indestructible until end of turn.

3/1
Arco-Flagellant
Creature — Human

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)

This creature can't block.

Endurant — Pay 3 life: This creature gains indestructible until end of turn.

3/1
Biotransference
Enchantment

Creatures you control are artifacts in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

Whenever you cast an artifact spell, you lose 1 life and create a 2/2 black Necron Warrior artifact creature token.

Biotransference
Enchantment

Creatures you control are artifacts in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

Whenever you cast an artifact spell, you lose 1 life and create a 2/2 black Necron Warrior artifact creature token.

Blight Grenade
Sorcery

Destroy target creature.

All creatures get -3/-3 until end of turn.

Blight grenades—which induce horrendous effects on their victims—have no impact on the Death Guard, who gladly use the devices in extreme close quarters with the enemy.

Blight Grenade
Sorcery

Destroy target creature.

All creatures get -3/-3 until end of turn.

Blight grenades—which induce horrendous effects on their victims—have no impact on the Death Guard, who gladly use the devices in extreme close quarters with the enemy.

Chronomancer
Artifact Creature — Necron Wizard

Flying

Atomic Transmutation , , Sacrifice another artifact: Draw a card.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

1/1
Chronomancer
Artifact Creature — Necron Wizard

Flying

Atomic Transmutation , , Sacrifice another artifact: Draw a card.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

1/1
Cryptek
Artifact Creature — Necron Wizard

, : Choose another target artifact creature you control. When that creature dies this turn, return it to the battlefield tapped under your control.

There are those who draw false comparisons between the tech-magi of the Adeptus Mechanicus and the xenotechnologists of the necron race. There can be no mercy for such heretics.

3/3
Cryptek
Artifact Creature — Necron Wizard

, : Choose another target artifact creature you control. When that creature dies this turn, return it to the battlefield tapped under your control.

There are those who draw false comparisons between the tech-magi of the Adeptus Mechanicus and the xenotechnologists of the necron race. There can be no mercy for such heretics.

3/3
Flayed One
Artifact Creature — Necron

Lifelink

Flesh Flayer — When this creature enters, mill three cards.

Those suspected of carrying the flayer curse are summarily banished, lest the corruption spread to other Necrons.

4/1
Flayed One
Artifact Creature — Necron

Lifelink

Flesh Flayer — When this creature enters, mill three cards.

Those suspected of carrying the flayer curse are summarily banished, lest the corruption spread to other Necrons.

4/1