Commander Legends: Battle for Baldur's Gate

CLB · 936 cards · Released

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.

Mutavault
Land

: Add .

: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Some worlds possess a hidden core where life's essence constantly surges.

Myriad Landscape
Land

This land enters tapped.

: Add .

, , 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.

Nephalia Drownyard
Land

: Add .

, : Target player mills three cards.

"Some see a coastal disaster. I see a fully-stocked seagraf."

—Jadar, ghoulcaller of Nephalia

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 of Karfell
Land

This land enters tapped.

: Add .

, , Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)

Prismari Campus
Land

This land enters tapped.

: Add or .

, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Mage-students who see spellcraft as the highest form of expression choose Prismari, the college of elemental arts.

Raging Ravine
Land

This land enters tapped.

: Add or .

: Until end of turn, this land becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.

Reliquary Tower
Land

You have no maximum hand size.

: Add .

Once guarded by the Knights of the Reliquary, the tower stands now protected only by its own remoteness, its dusty treasures open to plunder by anyone.

River of Tears
Land

: Add . If you played a land this turn, add instead.

"The Westfolk wept, and their tears wore winding rivers into the cheek of the world."

—Glem the Lonebard, "Origins of Kholon"

Rogue's Passage
Land

: Add .

, : Target creature can't be blocked this turn.

Rumors quickly spread among thieves about a labyrinth without walls and a prize beyond all measures of worth.

Shambling Vent
Land

This land enters tapped.

: Add or .

: Until end of turn, this land becomes a 2/3 white and black Elemental creature with lifelink. It's still a land.

Snowfield Sinkhole
Snow Land — Plains Swamp

(: Add or .)

This land enters tapped.

"Young Vitima bellowed to the Cosmos, daring the gods to punish her hubris! Well, she got their attention, as you can see."

—Iskene, Kannah storyteller

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.

Starlit Sanctum
Land

: Add .

, , Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.

, , Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.

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 Field
Land

: Add .

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

Tainted Isle
Land

: Add .

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

Temple of Abandon
Land

This land enters tapped.

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

: Add or .

Temple of Deceit
Land

This land enters tapped.

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

: Add or .

Temple of Epiphany
Land

This land enters tapped.

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

: Add or .

Temple of Silence
Land

This land enters tapped.

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

: Add or .

Temple of the False God
Land

: Add . Activate only if you control five or more lands.

"When gods become apathetic, the people will worship anyone who answers their pleas."

—Kiora

Terrain Generator
Land

: Add .

, : You may put a basic land card from your hand onto the battlefield tapped.

Vault of the Archangel
Land

: Add .

, : Creatures you control gain deathtouch and lifelink until end of turn.

"For centuries my creation kept this world in balance. Now only her shadow remains."

—Sorin Markov

Wandering Fumarole
Land

This land enters tapped.

: Add or .

: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with ": Switch this creature's power and toughness until end of turn." It's still a land.

War Room
Land

: Add .

, , Pay life equal to the number of colors in your commanders' color identity: Draw a card.

A figure is moved on a map, and the tide of war changes.

Windbrisk Heights
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 you attacked with three or more creatures this turn.

Captain N'ghathrod
Legendary Creature — Horror Pirate

Horrors you control have menace.

Whenever a Horror you control deals combat damage to a player, that player mills that many cards.

At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.

3/6
Faldorn, Dread Wolf Herald
Legendary Creature — Human Druid

Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token.

, , Discard a card: Exile the top card of your library. You may play it this turn.

"Cities are a blight on the beauty of nature."

3/3
Firkraag, Cunning Instigator
Legendary Creature — Dragon

Flying, haste

Whenever one or more Dragons you control attack an opponent, goad target creature that player controls.

Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag and you draw a card.

3/3
Nalia de'Arnise
Legendary Creature — Human Rogue

You may look at the top card of your library any time.

You may cast Cleric, Rogue, Warrior, and Wizard spells from the top of your library.

At the beginning of combat on your turn, if you have a full party, put a +1/+1 counter on each creature you control and those creatures gain deathtouch until end of turn.

3/3
Wand of Wonder
Artifact

, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.

1—9 | X is one.

10—19 | X is two.

20 | X is three.

Elder Brain
Creature — Horror

Menace

Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.

6/6