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.
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.
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.
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.
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.")
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.
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.
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.
Trample
Whenever Thrakkus attacks, double the power of each Dragon you control until end of turn.
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.
This artifact enters tapped.
: Add .
Equipped creature has flying and haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
You have no maximum hand size.
: Add one mana of any color.
This artifact enters tapped.
: Add .
This artifact enters tapped.
: Add .
Whenever this creature attacks, each player creates a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
This artifact enters tapped.
: Add .
This artifact enters tapped.
: Add .
: Add .
, , Sacrifice this artifact: Exile any number of target players' graveyards. Draw a card.
(: Add .)
You've heard rumors of bandits along the Coast Way, but your journey so far has even surprisingly uneventful.
(: Add .)
Lady Bormul claims an owlbear has been trampling her fields, but there's something unnatural about the tracks it left behind.
(: Add .)
After spending all day trying to track down a rare tome, you're about to give up when you hear your name whispered from a dark alley.
(: Add .)
You arrive at Baldur's Gate with instructions to head straight to the heart of the rumor mill: the bakery.
(: Add .)
As you sail past the imposing Seatower of Balduran, you realize that breaking your friend out of that prison will be much harder than you thought.
(: Add .)
As you gaze down upon Wyrm's Crossing, you hear distant cries of alarm, and you notice that all traffic on the bridge has come to a halt.
(: Add .)
You're about to disembark to find the harbormaster when you spot a merfolk darting underneath your ship.
(: Add .)
The ship's captain promised she'd get you safely to the Netherese ruin, but she is the one who just washed overboard.
(: Add .)
Now that you've clearly hit the "marsh" part of Lizard Marsh, you begin to worry about the "lizard" part.
(: Add .)
The sudden sinkhole was surprising enough, but nothing could have prepared you for the ancient city that was hidden underneath.
(: Add .)
The old wizard's experiments destroyed the castle centuries ago. So why does some of the rubble look recent?
(: Add .)
At the mouth of the sewer pipe, you realize it's massive enough that even a giant could walk through without stooping. That gives you an idea . . .
(: Add .)
As you explore the slums of the Outer City, you keep hearing rumors of a den of werewolves in the caves below Dusthawk Hill.
(: Add .)
Lord Jannath sent you to secure the mine from gnoll raiders, but so far you haven't seen any gnolls . . . or, for that matter, any miners.
(: Add .)
Rumor holds that powerful artifacts and untold wealth are hidden away in Ramazith's Tower, and today you plan to find out for yourself.
(: Add .)
As you pause mid-climb to catch your breath, you'd swear you can hear a heartbeat pulsing deep within the mountain.
(: Add .)
You know that hiexel bark produces a lot of smoke when burned, but why would Rilsa Rael need so much of it?
(: Add .)
The lights in the cavern glow and fade, glow and fade in a rhythm that must have a deeper meaning, if only you can figure it out.
(: Add .)
You continue to mutter and complain as you trip over yet another gnarled root. From behind the nearest tree trunk, something mutters back.
(: Add .)
You're on your way home when you spot the gates of a strange city . . . one that isn't on the map and wasn't here when you traveled this path four days ago.
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.)
: 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.)
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.
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.
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.
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.)
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.)
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.)
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.)
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.