Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
You never thought "rations" was an appropriate term for the feasts you prepare for your party.
, : You may put a creature card from your hand onto the battlefield.
The detail really makes the monsters jump off the page.
Mill five cards, then return a creature card milled this way to your hand. (Then exile this card. You may cast the artifact later from exile.)
The detail really makes the monsters jump off the page.
Infesting Spores — When this creature enters, destroy up to one target artifact or enchantment.
Myconid colonies grow and expand at an aggressive rate, but they are friendly and peaceful unless provoked.
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Druidcraft is a simple invocation to spirits of nature, promising a glimpse of nature's secrets.
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
Mama's Coming — Whenever this creature attacks a player who controls eight or more lands, look at the top eight cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking that player. Put the rest on the bottom of your library in a random order.
At the beginning of your end step, if creatures you control have total power 8 or greater, draw a card.
When your pack is nowhere to be found, you form a new one.
Target creature gains deathtouch until end of turn.
Draw a card.
"Breath of basilisk, sting of scorpion, or medusa's tears? All may be distilled, for a price."
Enchant creature
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
Your parents taught you that strength can be nurtured and honed, no matter one's size.
Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less.
Equip
". . . and I will need an equally righteous but slightly smaller saddle for my space hamster companion."
—Minsc, beloved ranger
: Add . When you spend this mana to cast a Dragon creature spell, you gain 2 life.
"Life always starts small. Only time will tell what heights it may reach."
Reach
Sharpshooter Elf's power is equal to the number of creatures you control.
When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
Conjure Elemental — : Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It's still a land.
"Arise, friend, and seize the horizon in the name of the Oak Father."
Whenever Skanos Dragonheart attacks, it gets +X/+X until end of turn, where X is the greatest power among other Dragons you control and Dragon cards in your graveyard.
Choose a Background (You can have a Background as a second commander.)
Deathtouch
When this creature enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
Exile up to five target permanent cards from your graveyard and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. (Piles can be empty.)
"That half is yours. These halves are mine."
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
"By the time you've seen it all, all have already changed."
—Wandering treant, name unknown
Whenever this creature enters or dies, create a 1/1 green Saproling creature token.
: Add one mana of any color.
Water, barley, yeast, darkness—the tavern cellar had everything a growing mold could need.
Vigilance
When this creature enters, you take the initiative.
: Add . If you've completed a dungeon, add six instead.
This spell can't be countered.
Vigilance, reach, trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Choose a Background (You can have a Background as a second commander.)
Choose one —
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Choose one —
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
: Draw a card, then exile a card from your hand and put a number of time counters on it equal to its mana value. It gains "When the last time counter is removed from this card, if it's exiled, you may cast it without paying its mana cost. If you cast a creature spell this way, it gains haste until end of turn." Then remove a time counter from each other card you own in exile.
Deathtouch, lifelink
At the beginning of your end step, choose one —
• Feed — Target opponent loses life equal to the amount of life they lost this turn.
• Friends — You gain life equal to the amount of life you gained this turn.
, Sacrifice up to three permanents: If there were three or more card types among the sacrificed permanents, each opponent loses 3 life, you gain 3 life, and you draw three cards.
Better the cold night than her warm hospitality.
As long as your life total is less than or equal to half your starting life total, Bane has indestructible.
Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
As long as your life total is less than or equal to half your starting life total, Bhaal has indestructible.
Whenever another nontoken creature you control dies, put a +1/+1 counter on target creature and goad it.
Trample
Whenever Cadira deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
She roams the border between wilderness and civilization, protecting those who need it most.
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
"It's a ghoul-eat-you world out there. Follow my orders if you want to survive."
Whenever a player draws their second card during their turn, you draw a card.
Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
Ambition has a price in Baldur's Gate, and it is paid to the Council.
At the beginning of combat on your turn, another target creature you control gains haste and myriad until end of turn. (Whenever it 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.)
Haste
You may activate abilities of other creatures you control as though those creatures had haste.
: When you next activate an ability that isn't a mana ability this turn by spending four or more mana to activate it, copy that ability. You may choose new targets for the copy.
Whenever you scry, the next instant or sorcery spell you cast this turn costs less to cast, where X is the number of cards looked at while scrying this way.
[+2]: Draw a card, then scry 2.
[−3]: Exile the top card of your library. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value.
Elminster can be your commander.
Flying
At the beginning of your end step, choose a player. They put two +1/+1 counters on a creature they control. Choose a second player to draw a card. Then choose a third player to create two Treasure tokens.
Vigilance
Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
"You are safest in Candlekeep, Abdel, but I cannot keep you from the world forever."
Haste
, Sacrifice an artifact creature: Create two Treasure tokens.
, Sacrifice a noncreature artifact: Create two 1/1 colorless Construct artifact creature tokens.
At the beginning of your end step, target opponent gains control of up to one target creature you control. Put two +1/+1 counters on it and tap it. It's goaded for the rest of the game and it gains "This creature can't be sacrificed." (It attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you own but don't control attacks, you draw a card.
Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.)
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
You may look at the top card of your library any time.
You may cast Dragon spells from the top of your library.
"Would you like a song of wing-wind and fire, or one of gentle heartbeats atop a golden hoard?"
Flying
Whenever you cast an Adventure or Dragon spell, Lozhan deals damage equal to that spell's mana value to any target that isn't a commander.
She channels myth and memory into waves of deadly arcane force.
At the beginning of your end step, create a Treasure token for each creature that died this turn. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Welcome to the Wandering Emporium. Feel free to browse the bazaar. We have everything a lost soul could want, need, or afford."
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn.
Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Flying, ward
Whenever another nontoken Dragon you control enters, create a token that's a copy of it, except the token isn't legendary.
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
[+1]: Put three +1/+1 counters on up to one target creature with trample or haste.
[−2]: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
Minthara has ward , where X is the number of experience counters you have.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter.
Creatures you control get +1/+0 for each experience counter you have.
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
Whenever you cast a spell, you may put it on the bottom of its owner's library. If you do, reveal cards from the top of your library until you reveal a nonland card. You may cast that card without paying its mana cost. Then put all revealed cards not cast this way on the bottom of your library in a random order. This ability triggers only once each turn.
Menace
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
When Oji enters, you gain 2 life and scry 2.
Whenever you cast your second spell each turn, exile up to one target creature you control, then return it to the battlefield under its owner's control.
They walk the Path of Kensei with perfect balance.
Each creature you control with a mana ability gets +2/+2.
Whenever a creature you control with a mana ability attacks, untap it.
Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
Flying
Other Demons, Devils, Imps, and Tieflings you control get +1/+1 and have lifelink.
At the beginning of each end step, if a creature card was put into your graveyard from anywhere this turn, create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
Deathtouch
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
Whenever you cast a spell you don't own, create a 3/3 black Demon creature token.
[+1]: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it.
[−3]: You may cast a spell from among cards in exile with page counters on them without paying its mana cost.
Tasha, the Witch Queen can be your commander.
Trample
Whenever Thrakkus attacks, double the power of each Dragon you control until end of turn.
Somehow, he never seems to run out of fresh meat.
Haste
, : When you next cast an instant or sorcery spell that targets only a single opponent or a single permanent an opponent controls this turn, for each other opponent, choose that player or a permanent they control, copy that spell, and the copy targets the chosen player or permanent.
, : Draw a card.
A quill from the First Reader at Candlekeep, the spectacles of the Most Holy Servant of Gond, a woven bookmark from the Caleph Arcane of Calimport: readers always leave something of themselves behind.
: Add one mana of any color in your commander's color identity.
"To feel no constraint but the four points of a compass, to tread a path that only you can find . . . these are the flavors of power I've learned to savor."
—Keon, horizon walker
Whenever you discard a card, exile that card from your graveyard.
, : Draw a card, then discard a card.
, , Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
Leave no treasure behind.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Some patriars pay massive sums for exotic pets that can give their posh, predictable lives an edge of danger.