Whenever this creature attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
"Sure, you can help me calibrate the aiming mechanism. Stand over there."
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
"What do you mean 'Does it work?' What an insulting question."
Vicious Mockery — When this creature enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Flash
When this Equipment enters, attach it to target creature you control.
During your turn, equipped creature gets +2/+0 and has first strike.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Lightning Bolt deals 3 damage to any target.
"Hasn't she heard of knocking?!"
—Snerd, Flaming Fist guard
Whenever you cast a noncreature spell, target creature gets +X/+0 until end of turn, where X is that spell's mana value.
Choose a Background (You can have a Background as a second commander.)
Her hunger for power consumes what the fire cannot.
Flying
: Return this card from your graveyard to the battlefield tapped and attacking. Activate only during the declare attackers step and only if you're attacking two or more opponents.
A flame as bright and merciless as the sun.
Attacking creatures get +X/+0 until end of turn, where X is the number of players being attacked.
Draw a card.
Kobold tactics rarely account for little things like diplomacy, mercy, or surrender.
When this creature enters or dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"It's okay. My mother owns the museum."
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
The last thing anyone would describe you as is shy. You love the spotlight, and it loves you back.
Sacrifice this creature: Add .
The best defense is not even knowing what the word "defense" means.
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 create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Defender
When this creature enters, you take the initiative.
Mantle of Inspiration — : Target creature gains menace and haste until end of turn.
At the first sign of danger, she breaks out the power chords.
When you next cast an instant or sorcery spell this turn, copy that spell X times. You may choose new targets for the copies.
"I alone am worthy to decide where lighting strikes."
—Hekaton, storm giant king
Commander creatures you own have ", Sacrifice another creature or an artifact: This creature deals 1 damage to any target."
Your harsh upbringing on the streets of the city left you crafty, resilient, and wise beyond your years.
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
Haste
Whenever this creature attacks, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Pozo's heart was full of courage, right up until it was full of elven steel.
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
The only thing you love more than a good drink is a good fight. Luckily, one usually follows the other.
Roll a d20.
1—9 | Thunderwave deals 3 damage to each creature.
10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way.
20 | Thunderwave deals 6 damage to each creature your opponents control.
Haste
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 equipped creature attacks, double its power until end of turn.
Equip
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
, : 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.
, , Sacrifice an artifact or creature: Exile the top card of your library. Until the end of your next turn, you may play that card.
Wealthy patriars make up the vast majority of both his victims and his customers.
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Flying
Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
"We'll put it all back! The gems, the gold, the chalice that would've looked great on my mantle; we'll put everythi—"
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Flying
This creature can't block.
For most, deadly. For a dragon, decadent.
Create a Treasure token. (Then exile this card. You may cast the creature later from exile.)
For most, deadly. For a dragon, decadent.
Choose one —
• Threaten the Merchant — Each creature blocks this turn if able.
• Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Commander creatures you own have "The first Dragon spell you cast each turn costs less to cast."
You were on a wayward path until Bahamut showed you that power and kindness can unite beneath the same banner.
This creature enters with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
The raging green dragon left destruction—and at least one admirer—in its wake.
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Trample
When this creature enters, you take the initiative.
"I will remember my friends. But you? You won't be remembered at all."
Up to two target creatures you control each deal damage equal to their power to another target creature.
"Boo, let's see how this miscreant handles a furry missile of justice!"
Target creature you control fights target creature the opponent to your left controls. Then that player may copy this spell and may choose new targets for the copy.
"I'll see your three dragons and raise you two fists!"
Whenever another nontoken creature enters, you may pay . If you do, that creature's controller creates a token that's a copy of that creature.
Life runs wild amid the tangled branches.
Whenever this creature attacks, you may pay . If you do, create a 2/2 green Boar creature token that's tapped and attacking.
"C'mon, Boodigan, let's go see what kind of treasure this place has!"
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
You've always preferred the company of animals to people.
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
When he's threatened, the forest buzzes and the air hums with dragonfly wings.
When this creature enters, you gain 3 life.
Rip through enough dirt and you'll eventually find something edible.
Choose target creature. Mill four cards, then put a +1/+1 counter on that creature for each creature card milled this way.
Rip through enough dirt and you'll eventually find something edible.
When this creature dies, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
"We must never allow the deeds of our great ancestors to be forgotten."
This creature can't be blocked by creatures with power 3 or less.
A serpent's cruelty, a dragon's appetite.
Put two +1/+1 counters on target creature and untap it. It gains hexproof until end of turn. (Then exile this card. You may cast the creature later from exile.)
A serpent's cruelty, a dragon's appetite.
When this creature enters, search your library for up to two basic land cards and reveal them, then roll a d20.
9 or less | Put those cards into your hand, then shuffle.
10—19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle.
20+ | Put those cards onto the battlefield tapped, then shuffle.
You may mill three cards. Then return up to one creature card and up to one land card from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
Bone, root, and seed—the past, the present, and future in one handful of earth.
This spell costs less to cast, where X is the total mana value of Dragons you control.
Flying, trample
, Sacrifice a land: Return this card from your graveyard to your hand.
Flying, trample
Emerald dragons hate prying eyes, and they have a host of ways to deter them.
Counter target activated or triggered ability from a noncreature source. (Then exile this card. You may cast the creature later from exile.)
Emerald dragons hate prying eyes, and they have a host of ways to deter them.
Deathtouch
Whenever Erinis attacks, return target land card from your graveyard to the battlefield.
Choose a Background (You can have a Background as a second commander.)
Reach
"Filthy, sticky, vile, noxious—and I haven't even started describing the webs."
—Erinis, gloom stalker
Destroy target creature with flying. (Then exile this card. You may cast the creature later from exile.)
"Filthy, sticky, vile, noxious—and I haven't even started describing the webs."
—Erinis, gloom stalker
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
You take the initiative.
"Careful near those pretty glowing plants. What do you think they feed on?"
—Talin, Underdark guide
Trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other creatures you control have trample and ward .
: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types.
Choose a Background (You can have a Background as a second commander.)
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
You're a born explorer, happiest forging your way through the untamed wilds.
: Add . When you spend this mana to cast a Dragon creature spell, it enters with an additional +1/+1 counter on it and gains hexproof until your next turn. (It can't be the target of spells or abilities your opponents control.)
Tokens you control have ": Add ."
Choose a Background (You can have a Background as a second commander.)
"The Harpers' movement grows, but it needs sunlight to blossom. We can be that light."
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle.
Prevent all combat damage that would be dealt this turn.
Flying
This creature can't attack unless defending player controls a creature with flying.
"Territorial. Scary. No further notes."
—Volo's field notes
Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.