Commander Legends: Battle for Baldur's Gate

CLB · 936 cards · Released

Faceless One
Legendary Enchantment Creature — Background

If Faceless One is your commander, choose a color before the game begins. Faceless One is the chosen color.

Choose a Background (You can have a Background as a second commander.)

3/3
Abdel Adrian, Gorion's Ward
Legendary Creature — Human Warrior

When Abdel Adrian enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way.

Choose a Background (You can have a Background as a second commander.)

4/4
Ancient Gold Dragon
Creature — Elder Dragon

Flying

Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.

7/10
Archivist of Oghma
Creature — Halfling Cleric

Flash

Whenever an opponent searches their library, you gain 1 life and draw a card.

"Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything else can exist, the idea must exist."

2/2
Ascend from Avernus
Sorcery

Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.

Smoke clogged the streets and rubble littered the ground, but sunlight shining on the long-lost towers of Elturel was still a beautiful sight.

Astral Confrontation
Instant

This spell costs less to cast for each opponent you're attacking.

Exile target creature.

"After voyaging all the way through the Astral Sea with my life hanging by a silver thread, fighting the mind flayer was the easy part."

Bane's Invoker
Creature — Human Cleric

Wind Walk : Up to two target creatures each get +2/+2 and gain flying until end of turn.

"The Lord of Darkness elevates only those who serve."

2/2
Banishment
Enchantment

Flash

When this enchantment enters, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until this enchantment leaves the battlefield.

Battle Angels of Tyr
Creature — Angel Knight

Flying, myriad

Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.

4/4
Beckoning Will-o'-Wisp
Creature — Spirit

Flying

Lure the Unwary — At the beginning of combat on your turn, choose an opponent.

Creatures attacking the last chosen player get +1/+0.

Follow the light at your own risk.

1/3
Blessed Hippogriff
Creature — Hippogriff

Flying

Whenever this creature attacks, target attacking creature without flying gains flying until end of turn.

2/3
Tyr's Blessing
Instant — Adventure

Target creature gains indestructible until end of turn. (Then exile this card. You may cast the creature later from exile.)

Contraband Livestock
Instant

Exile target creature, then roll a d20.

1—9 | Its controller creates a 4/4 green Ox creature token.

10—19 | Its controller creates a 2/2 green Boar creature token.

20 | Its controller creates a 0/1 white Goat creature token.

Crystal Dragon
Creature — Dragon

Flying, vigilance

"Wait, it was just guarding a bunch of eggs! Where is the treasure?"

—Xalcorin the bard

4/4
Rob the Hoard
Sorcery — Adventure

Return target artifact, enchantment, or legendary card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)

"Wait, it was just guarding a bunch of eggs! Where is the treasure?"

—Xalcorin the bard

Cut a Deal
Sorcery

Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

"It's a win-win arrangement. I just happen to win the most."

—Duke Thalamra Vanthampur

Dawnbringer Cleric
Creature — Human Cleric

When this creature enters, choose one —

• Cure Wounds — You gain 2 life.

• Dispel Magic — Destroy target enchantment.

• Gentle Repose — Exile target card from a graveyard.

1/3
Ellyn Harbreeze, Busybody
Legendary Creature — Human Peasant

: Look at the top X cards of your library, where X is the number of tokens you created this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order.

Choose a Background (You can have a Background as a second commander.)

2/4
Far Traveler
Legendary Enchantment — Background

Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."

You have traveled to many places, over mountains and across seas, but a new journey always calls.

Flaming Fist
Legendary Enchantment — Background

Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."

You carry the security of Baldur's Gate on your shoulders, and you welcome the weight of responsibility.

Flaming Fist Officer
Creature — Gnome Soldier

Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.

"Get the remaining citizens to safety! These miscreants have an appointment with my spear."

2/2
Githzerai Monk
Creature — Gith Monk

Flash

Flying

Psychic Defense — When this creature enters, tap all creatures you don't control.

The githzerai dwell in the heart of Limbo, shaping the chaos of that plane with their powerful psionic abilities.

3/2
Goliath Paladin
Creature — Giant Knight

Vigilance

When this creature enters, you take the initiative.

"Why do you cower in the darkness, little gnolls? If you would challenge me, step into the light."

3/6
Greatsword of Tyr
Artifact — Equipment

Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

In the light of its gleaming blade, the faithful shine and the wicked cower.

Guardian Naga
Creature — Snake

Vigilance

During your turn, prevent all damage that would be dealt to this creature.

5/6
Banishing Coils
Instant — Adventure

Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)

Guiding Bolt
Instant

Destroy target creature with power 4 or greater.

Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Hammers of Moradin
Creature — Dwarf Cleric

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.

3/3
Horn of Valhalla
Artifact — Equipment

Equipped creature gets +1/+1 for each creature you control.

Equip

Ysgard's Call
Sorcery — Adventure

Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)

Icewind Stalwart
Creature — Tiefling Warrior

Protection Fighting Style — When this creature enters, exile up to one target non-Warrior creature you control, then return it to the battlefield under its owner's control.

"Get behind my shield!"

3/3
Inspiring Leader
Legendary Enchantment — Background

Commander creatures you own have "Creature tokens you control get +2/+2."

Your family needed a farmer, so you tilled. Your town needed a fighter, so you trained. When your people needed a leader, you knew what you had to do.

Lae'zel, Vlaakith's Champion
Legendary Creature — Gith Warrior

If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.

Choose a Background (You can have a Background as a second commander.)

3/3
Lae'zel's Acrobatics
Instant

Exile all nontoken creatures you control, then roll a d20.

1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.

10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

Legion Loyalty
Enchantment

Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Lulu, Loyal Hollyphant
Legendary Creature — Elephant Angel

Flying

At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them.

Choose a Background (You can have a Background as a second commander.)

3/2
Martial Impetus
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)

Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.

Minimus Containment
Enchantment — Aura

Enchant nonland permanent

Enchanted permanent is a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)

Noble Heritage
Legendary Enchantment — Background

Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)

Pegasus Guardian
Creature — Pegasus

Flying

At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 white Pegasus creature token with flying.

3/3
Rescue the Foal
Instant — Adventure

Exile target creature you control, then return that card to the battlefield under its owner's control. (Then exile this card. You may cast the creature later from exile.)

Rasaad yn Bashir
Legendary Creature — Human Monk

Each creature you control assigns combat damage equal to its toughness rather than its power.

Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.

Choose a Background (You can have a Background as a second commander.)

0/3
Recruitment Drive
Sorcery

Roll a d20.

1—9 | Create two 1/1 white Soldier creature tokens.

10—19 | Create two 2/2 white Knight creature tokens.

20 | Create three 2/2 white Knight creature tokens.

Rescuer Chwinga
Creature — Elemental Spirit

Flash

Natural Shelter — When this creature enters, you may return another permanent you control to its owner's hand.

Fortunately for lost travelers, chwingas' curiosity often gets the better of their shyness.

2/2
Roving Harper
Creature — Elf Scout

When this creature enters, draw a card.

The Harpers value peaceful coexistence, historical preservation, and harmony with nature, and each day they spread their ideals a little farther.

2/2
Scouting Hawk
Creature — Bird

Flying

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

1/1
Sculpted Sunburst
Sorcery

Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.

A searing light that spares only the chosen.

Slaughter the Strong
Sorcery

Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.

It was a big day for the gravediggers at Cliffside Cemetery.

Steadfast Unicorn
Creature — Unicorn

: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)

Only the good-hearted may set foot in a unicorn's domain.

1/2
Stoneskin
Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +0/+10.

"Ooh, nice shot! I almost felt that one."

Tabaxi Toucaneers
Creature — Cat Ranger

Flying

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

3/2
Undercellar Sweep
Enchantment

When this enchantment enters, you take the initiative.

Whenever you attack, if you or a player you're attacking has the initiative, you create two 1/1 white Soldier creature tokens that are tapped and attacking.

Veteran Soldier
Legendary Enchantment — Background

Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, for each opponent, create a 1/1 white Soldier creature token that's tapped and attacking that opponent."

You've always been happiest fighting for a cause you believe in alongside loyal comrades.

White Plume Adventurer
Creature — Orc Cleric

When this creature enters, you take the initiative.

At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.

3/3
Windshaper Planetar
Creature — Angel

Flash

Flying

When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)

4/4
Wyrm's Crossing Patrol
Creature — Human Soldier

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

1/1
Your Temple Is Under Attack
Instant

Choose one —

• Pray for Protection — Creatures you control gain indestructible until end of turn.

• Strike a Deal — You and target opponent each draw two cards.

"You trespass on sacred ground, monster. Leave while you still can."

You're Confronted by Robbers
Instant

Choose one —

• Stall for Time — Tap up to three target creatures.

• Call for Aid — Create three 1/1 white Soldier creature tokens.

Their only mistake was giving the bard time to speak.

Aarakocra Sneak
Creature — Bird Rogue

Flying

When this creature enters, you take the initiative.

"Shhh! I think I hear goblins. And I definitely smell them."

1/4
Alora, Merry Thief
Legendary Creature — Halfling Rogue

Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step.

Choose a Background (You can have a Background as a second commander.)

3/2
Ancient Silver Dragon
Creature — Elder Dragon

Flying

Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.

8/8
Bane's Contingency
Instant

Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.

"My whims dictate the fate of nations. Your pitiful mortal magic is no more significant than a gnat buzzing in my ear."

Blur
Instant

Exile target creature you control, then return that card to the battlefield under its owner's control.

Draw a card.

"It's as much a trick of the mind as it is a trick of the eye."

Candlekeep Inspiration
Sorcery

Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.

Tales of heroes past galvanize the heroes of the future.

Candlekeep Sage
Legendary Enchantment — Background

Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."

You love the smell of dusty tomes, the flicker of candles during late-night reading, and the old texts that bring to life the scholars who have come before.