Forgotten Realms Commander

AFC · 331 cards · Released

Geier Reach Sanitarium
Legendary Land

: Add .

, : Each player draws a card, then discards a card.

All are welcome.

Grasslands
Land

This land enters tapped.

, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Gruul Turf
Land

This land enters tapped.

When this land enters, return a land you control to its owner's hand.

: Add .

Halimar Depths
Land

This land enters tapped.

When this land enters, look at the top three cards of your library, then put them back in any order.

: Add .

Haven of the Spirit Dragon
Land

: Add .

: Add one mana of any color. Spend this mana only to cast a Dragon creature spell.

, , Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.

High Market
Land

: Add .

, Sacrifice a creature: You gain 1 life.

If it can't be had here, it can't be had on any world.

Lumbering Falls
Land

This land enters tapped.

: Add or .

: Until end of turn, this land becomes a 3/3 green and blue Elemental creature with hexproof. It's still a land.

Mishra's Factory
Land

: Add .

: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.

: Target Assembly-Worker creature gets +1/+1 until end of turn.

Mortuary Mire
Land

This land enters tapped.

When this land enters, you may put target creature card from your graveyard on top of your library.

: Add .

Mossfire Valley
Land

, : Add .

Plant life in the valley changes for the worse as runoff from dwarven forges contaminates the water.

Mosswort Bridge
Land

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.

: Add .

, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Nimbus Maze
Land

: Add .

: Add . Activate only if you control an Island.

: Add . Activate only if you control a Plains.

To find its center is to find one's own.

Orzhov Basilica
Land

This land enters tapped.

When this land enters, return a land you control to its owner's hand.

: Add .

Path of Ancestry
Land

This land enters tapped.

: 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.)

Port Town
Land

As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.

: Add or .

Prairie Stream
Land — Plains Island

(: Add or .)

This land enters tapped unless you control two or more basic lands.

The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.

Rakdos Carnarium
Land

This land enters tapped.

When this land enters, return a land you control to its owner's hand.

: Add .

Seaside Citadel
Land

This land enters tapped.

: Add , , or .

For wisdom's sake, it was built high to gaze on all things. For glory's sake, it was built high as a testament of power. For strength's sake, it was built high to repel all attacks.

Shadowblood Ridge
Land

, : Add .

Gnolls make offerings to sinister forces in the shadow-drenched chasms.

Simic Growth Chamber
Land

This land enters tapped.

When this land enters, return a land you control to its owner's hand.

: Add .

Skycloud Expanse
Land

, : Add .

Legend says a mighty angel appears to pilgrims in need who reach this lofty height.

Smoldering Marsh
Land — Swamp Mountain

(: Add or .)

This land enters tapped unless you control two or more basic lands.

The continent of Guul Draz is a geothermal swampland reeking of heat and decay.

Spinerock Knoll
Land

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.

: Add .

, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Sungrass Prairie
Land

, : Add .

The ancient magic of sun elves keeps these lands in an eternal summer.

Sunken Hollow
Land — Island Swamp

(: Add or .)

This land enters tapped unless you control two or more basic lands.

On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.

Tainted Peak
Land

: Add .

: Add or . Activate only if you control a Swamp.

Terramorphic Expanse
Land

, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Take two steps north into the unsettled future, south into the unquiet past, east into the present day, or west into the great unknown.

Thriving Grove
Land

This land enters tapped. As it enters, choose a color other than green.

: Add or one mana of the chosen color.

Far from human eyes, birds flit between vivid blossoms in a hidden paradise.

Thriving Heath
Land

This land enters tapped. As it enters, choose a color other than white.

: Add or one mana of the chosen color.

Wildflowers here bloom not with the season but with the ebb and flow of magic.

Thriving Isle
Land

This land enters tapped. As it enters, choose a color other than blue.

: Add or one mana of the chosen color.

All the wonders of the natural world in one breathtaking microcosm.

Thriving Moor
Land

This land enters tapped. As it enters, choose a color other than black.

: Add or one mana of the chosen color.

Beauty appears in strange places for those with eyes to see it.

Vitu-Ghazi, the City-Tree
Land

: Add .

, : Create a 1/1 green Saproling creature token.

In the autumn, she casts her seeds across the streets below, and come spring, her children rise in service to the Conclave.

Zhalfirin Void
Land

When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

: Add .

"The wind whispers, 'come home,' but I cannot."

—Teferi

Fey Steed
Creature — Elk

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.

4/4
Holy Avenger
Artifact — Equipment

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

Immovable Rod
Artifact

You may choose not to untap this artifact during your untap step.

Whenever this artifact becomes untapped, venture into the dungeon.

, : For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.

Mantle of the Ancients
Enchantment — Aura

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.

Radiant Solar
Creature — Angel

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.)

, Discard this card: Venture into the dungeon and you gain 3 life.

3/6
Revivify
Instant

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.

Robe of Stars
Artifact — Equipment

Equipped creature gets +0/+3.

Astral Projection : Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)

Equip

Thorough Investigation
Enchantment

Whenever you attack, investigate. (Create a Clue token. It's an artifact with ", 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.)

Valiant Endeavor
Sorcery

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.

Arcane Endeavor
Sorcery

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.

Diviner's Portent
Instant

Roll a d20 and add the number of cards in your hand.

1—14 | Draw X cards.

15+ | Scry X, then draw X cards.

Minn, Wily Illusionist
Legendary Creature — Gnome Wizard

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.

1/3
Netherese Puzzle-Ward
Enchantment

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.

Phantom Steed
Creature — Horse Illusion

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.

4/3
Rod of Absorption
Artifact

Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves.

, , 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.

Winged Boots
Artifact — Equipment

Equipped creature has flying and ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Equip

Bag of Devouring
Artifact

Whenever you sacrifice another nontoken artifact or creature, exile it.

, , Sacrifice another artifact or creature: Draw a card.

, , 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.

Danse Macabre
Sorcery

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.

Death Tyrant
Creature — Beholder Skeleton

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.

: Return this card from your graveyard to the battlefield tapped.

4/6
Grave Endeavor
Instant

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.

Grim Hireling
Creature — Tiefling Rogue

Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens.

, Sacrifice X Treasures: Target creature gets -X/-X until end of turn. Activate only as a sorcery.

3/2
Hellish Rebuke
Instant

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."

Lorcan, Warlock Collector
Legendary Creature — Devil

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.

6/6
Wand of Orcus
Legendary Artifact — Equipment

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

Berserker's Frenzy
Instant

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.

Chaos Dragon
Creature — Dragon

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.

4/4
Fiendlash
Artifact — Equipment

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