Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
Roll a d20.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
"Isn't she the cutest thing you've almost seen?"
—Doen, purveyor of exotic pets
This spell costs less to cast if you control a Dragon.
Draw three cards.
The wyrmling studied the ancient carvings and dreamed of a day when her own exploits would be immortalized in stone.
, : Draw a card, then discard a card.
Erdur never thought of it as stealing. Treasure simply didn't deserve to be stuck underground where no one could admire it.
Counter target spell. Its controller draws a card.
Draw a card.
In her dream, Lola gazed into a mirror. Her familiar features warped, her jaw stretching wider and wider until it cracked and her reflection pulled her into its gaping maw.
Commander creatures you own have "Room abilities of dungeons you own trigger an additional time."
You're driven not by a lust for gold or baubles, but by the thrill of danger and the excitement of the unknown.
For each opponent, you create a token that's a copy of up to one target creature that player controls.
"Why simply sit back and applaud the good ideas of others when I can improve upon them?"
—Elminster
When this creature enters, you take the initiative.
At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
"Hello, my fluttering friends! Isn't it a beautiful day?"
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
Fey energy clings to you, a shimmering reminder of your otherworldly travels.
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
Warnis had always felt a glimmer of potential within herself, flickering just out of reach. That night, as the cultists attacked, it became a torrent of power that was hers to command.
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Choose a Background (You can have a Background as a second commander.)
Exile target spell, then roll a d20 and add that spell's mana value.
1—14 | You may cast the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
15+ | You may cast the exiled card without paying its mana cost for as long as it remains exiled.
Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
This creature can't be blocked.
This creature gets +2/+0 as long as you control a commander that's a creature or planeswalker.
Harbormasters tend to forget that security shouldn't stop at the surface.
Ceremorphosis — When this creature enters, turn any number of target tapped nontoken creatures face down. They're 2/2 Horror creatures.
"Your mind belongs to the Emperor now."
Tap X target creatures. They don't untap during their controllers' next untap steps. (Then exile this card. You may cast the creature later from exile.)
"Your mind belongs to the Emperor now."
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
"You will serve me better in this form."
—Jon Irenicus
Flying
Confounding Clouds — When this creature enters, for each opponent, tap up to one target creature that player controls. Each of those creatures doesn't untap during its controller's next untap step.
Homunculus Servant — When this creature enters, put three +1/+1 counters on up to one target noncreature artifact. That artifact becomes a 0/0 Homunculus artifact creature with flying.
Though her words may be unoriginal, her creations are anything but.
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
A family that welcomes birds of all feathers.
: Add . When you spend this mana to cast a Dragon creature spell, 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.)
Exchange control of two target creatures controlled by different players. If you control neither creature, draw three cards.
Percival's clothes itched and his dinner was unpleasantly wriggly, but the kobold looked like he was having the time of his life.
Flying
When this creature enters, draw cards equal to the number of opponents who were dealt combat damage this turn.
Up to three target creatures gain flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
When equipped creature deals combat damage to a player, sacrifice this Equipment. If you do, draw three cards.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Bigby's Hand — : Untap two other target permanents. Activate only as a sorcery and only once each turn.
"Don't worry, I can reach it."
Flying
When this creature enters, tap target creature an opponent controls. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Flying
: Target creature gains flying until end of turn.
Pseudodragons are favored companions of wizards, prized for their cunning and curiosity.
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.
You may cast Dragon spells and artifact spells as though they had flash.
Choose a Background (You can have a Background as a second commander.)
"Sure, you can get one elsewhere . . . if you want a knockoff that'll break the first time you use it."
Whenever equipped creature deals combat damage to a player, you draw that many cards.
Equip
Equip Shaman, Warlock, or Wizard
It offers the power to shape worlds and the elegance to do so with style.
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
True love means always knowing what's on the other's mind.
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Flying
Whenever this creature attacks or blocks, scry 2.
Counter target noncreature spell. (Then exile this card. You may cast the creature later from exile.)
When this creature enters, creatures your opponents control get -4/-0 until end of turn.
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
Commander creatures you own have ": This creature becomes a copy of another target creature."
You see your next disguise in every stranger's smile.
Flash
Enchant creature
When this Aura enters, tap enchanted creature and remove it from combat.
As long as enchanted creature isn't legendary, it doesn't untap during its controller's untap step.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
You were born at sea, and your legs are steadiest when the waves are rowdiest.
This creature can't be blocked as long as you've cast a noncreature spell this turn.
Return target creature to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Sleight of Hand — : Draw two cards.
"May Lady Luck smile upon you some other day, pal."
Vigilance
: Add an amount of equal to Vhal's toughness. This mana can't be spent to cast spells from your hand.
Choose a Background (You can have a Background as a second commander.)
When Volo enters, create Volo's Journal, a legendary colorless Book artifact token with hexproof and "Whenever you cast a creature spell, note one of its creature types that hasn't been noted for Volo's Journal."
, : Draw a card for each creature type noted for target permanent you control named Volo's Journal.
Choose a Background
Gust of Wind — When this creature enters, return up to one other target creature to its owner's hand.
"If you want a warm welcome, you'll have to seek it elsewhere."
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.)
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
Flying
"I see the far side of tomorrow and the lost memories of queens. What do you wish to learn?"
Scry 1, then draw a card. (Then exile this card. You may cast the creature later from exile.)
"I see the far side of tomorrow and the lost memories of queens. What do you wish to learn?"
Commander creatures you own have "Whenever an artifact or creature you control is put into a graveyard from the battlefield, each opponent loses 1 life."
You give your clients what they want at a fair price. What happens after that is none of your concern.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1 counter on this creature. It gains deathtouch and indestructible until end of turn."
Your skill, dexterity, and moral flexibility make you a valuable asset to your guild.
, , Exile a creature you control: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Create a tapped 4/1 black Skeleton creature token with menace. (Then exile this card. You may cast the artifact later from exile.)
You draw three cards and you lose 3 life.
"Of course it can be yours. Anything is possible, for the right price. Speaking of which . . ."
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
"What's softer than silk, stronger than steel, and quieter than thought?"
—Warlock riddle
Creatures target player controls get -2/-2 until end of turn.
Burning slowly into annihilation, the elder evil Hadar grants fearsome powers to warlocks willing to help satiate its dark hunger.
Exile target creature. Put X +1/+1 counters on a commander creature you control, where X is the power of the creature exiled this way.
"Stop bleeding. It's distracting."
—Astarion, the Decadent
Target player mills two cards, draws two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
There is no line Jon Irenicus would not cross to regain his lost immortality.
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
For the patriar class, wealth is in the blood.
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
The bell's unearthly chime slips into the ears of the dead, waking them rudely from their eternal slumber.
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
Bhaal's mortal children carried within them a darkness that, left unchecked, would devour them all.
Destroy target nonlegendary creature.
"We simply cannot tolerate a petty thief among the servants. I'm afraid I'll have to let you go."
—Rog, steward of House Rillyn
Animate Chains — When this creature enters, each player sacrifices a nontoken creature of their choice.
To these fiends, there's no symphony more beautiful than the melodies of rattling chains and ripping flesh.