Commander Legends

CMR · 718 cards · Released

Jared Carthalion, True Heir
Legendary Creature — Human Warrior

When Jared Carthalion enters, target opponent becomes the monarch. You can't become the monarch this turn.

If damage would be dealt to Jared Carthalion while you're the monarch, prevent that damage and put that many +1/+1 counters on it.

"I'm here for what's mine."

3/3
Juri, Master of the Revue
Legendary Creature — Human Shaman

Whenever you sacrifice a permanent, put a +1/+1 counter on Juri.

When Juri dies, it deals damage equal to its power to any target.

"What a show! We're going to make a killing tonight."

1/1
Kangee, Sky Warden
Legendary Creature — Bird Wizard

Flying, vigilance

Whenever Kangee attacks, attacking creatures with flying get +2/+0 until end of turn.

Whenever Kangee blocks, blocking creatures with flying get +0/+2 until end of turn.

"Let their horrors and machines come. We will meet them blow for blow."

3/3
Kwain, Itinerant Meddler
Legendary Creature — Rabbit Wizard

: Each player may draw a card, then each player who drew a card this way gains 1 life.

"Why so slow, why so slow? Hurry up! You never know what you'll find."

1/3
Lathiel, the Bounteous Dawn
Legendary Creature — Unicorn

Lifelink

At the beginning of each end step, if you gained life this turn, distribute up to that many +1/+1 counters among any number of other target creatures.

Weeping, the hunter cast aside her bow, struck by the majesty of the creature before her.

2/2
Liesa, Shroud of Dusk
Legendary Creature — Angel

Rather than pay for each previous time you've cast this spell from the command zone this game, pay 2 life that many times.

Flying, lifelink

Whenever a player casts a spell, they lose 2 life.

5/5
Nevinyrral, Urborg Tyrant
Legendary Creature — Zombie Wizard

Hexproof from artifacts, creatures, and enchantments

When Nevinyrral enters, create a tapped 2/2 black Zombie creature token for each creature that died this turn.

When Nevinyrral dies, you may pay . When you do, destroy all artifacts, creatures, and enchantments.

3/6
Nymris, Oona's Trickster
Legendary Creature — Faerie Knight

Flash

Flying

Whenever you cast your first spell during each opponent's turn, look at the top two cards of your library. Put one of those cards into your hand and the other into your graveyard.

Mischief is its own reward.

1/6
Obeka, Brute Chronologist
Legendary Creature — Ogre Wizard

: The player whose turn it is may end the turn. (Exile all spells and abilities from the stack. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

"I'm bored with now."

3/4
Reyav, Master Smith
Legendary Creature — Dwarf Artificer

Whenever a creature you control that's enchanted or equipped attacks, that creature gains double strike until end of turn.

"There's always room for improvement."

2/2
Thalisse, Reverent Medium
Legendary Creature — Human Cleric

At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of tokens you created this turn.

She hears every voice from the swirling, whispering mist and swears to tell their stories.

3/4
Tuya Bearclaw
Legendary Creature — Human Warrior

Whenever Tuya Bearclaw attacks, it gets +X/+X until end of turn, where X is the greatest power among other creatures you control.

"Send in your cavalry! Diaglu loves horsemeat."

2/2
Yurlok of Scorch Thrash
Legendary Creature — Lizard Shaman

Vigilance

A player losing unspent mana causes that player to lose that much life.

, : Each player adds .

The gifts of Jund never come without a price.

4/4
Zara, Renegade Recruiter
Legendary Creature — Human Pirate

Flying

Whenever Zara attacks, look at defending player's hand. You may put a creature card from it onto the battlefield under your control tapped and attacking that player or a planeswalker they control. Return that creature to its owner's hand at the beginning of the next end step.

4/3
Akroma's Will
Instant

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Creatures you control gain flying, vigilance, and double strike until end of turn.

• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

Archon of Coronation
Creature — Archon

Flying

When this creature enters, you become the monarch.

As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)

5/5
Armored Skyhunter
Creature — Cat Knight

Flying

Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.

3/3
Austere Command
Sorcery

Choose two —

• Destroy all artifacts.

• Destroy all enchantments.

• Destroy all creatures with mana value 3 or less.

• Destroy all creatures with mana value 4 or greater.

Court of Grace
Enchantment

When this enchantment enters, you become the monarch.

At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.

Generous Gift
Instant

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Keeper of the Accord
Creature — Human Soldier

At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.

At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

3/4
Promise of Tomorrow
Enchantment

Whenever a creature you control dies, exile it.

At the beginning of each end step, if you control no creatures, sacrifice this enchantment and return all cards exiled with it to the battlefield under your control.

Return to Dust
Instant

Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.

Seraphic Greatsword
Artifact — Equipment

Equipped creature gets +2/+2.

Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player.

Equip

Slash the Ranks
Sorcery

Destroy all creatures and planeswalkers except for commanders.

Soul of Eternity
Creature — Avatar

Soul of Eternity's power and toughness are each equal to your life total.

Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

*/*
Swords to Plowshares
Instant

Exile target creature. Its controller gains life equal to its power.

Triumphant Reckoning
Sorcery

Return all artifact, enchantment, and planeswalker cards from your graveyard to the battlefield.

Amphin Mutineer
Creature — Salamander Pirate

When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.

Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

3/3
Arcane Denial
Instant

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.

You draw a card at the beginning of the next turn's upkeep.

Body of Knowledge
Creature — Avatar

Body of Knowledge's power and toughness are each equal to the number of cards in your hand.

You have no maximum hand size.

Whenever this creature is dealt damage, draw that many cards.

*/*
Counterspell
Instant

Counter target spell.

Court of Cunning
Enchantment

When this enchantment enters, you become the monarch.

At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)

Fact or Fiction
Instant

Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.

Hullbreacher
Creature — Merfolk Pirate

Flash

If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")

3/2
Laboratory Drudge
Creature — Zombie Horror

At the beginning of each end step, draw a card if you've cast a spell from a graveyard or activated an ability of a card in a graveyard this turn.

3/4
Mana Drain
Instant

Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's mana value.

Mnemonic Deluge
Sorcery

Exile target instant or sorcery card from a graveyard. Copy that card three times. You may cast the copies without paying their mana costs. Exile Mnemonic Deluge.

Mulldrifter
Creature — Elemental

Flying

When this creature enters, draw two cards.

Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

2/2
Preordain
Sorcery

Scry 2, then draw a card. (To 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.)

Sakashima's Protege
Creature — Shapeshifter

Flash

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

You may have this creature enter as a copy of any permanent that entered this turn.

3/1
Sakashima's Will
Sorcery

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Target opponent chooses a creature they control. You gain control of it.

• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.

Sphinx of the Second Sun
Creature — Sphinx

Flying

At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)

6/6
Wrong Turn
Instant

Target opponent gains control of target creature. (If an attacking or blocking creature changes controllers, it's removed from combat.)

Court of Ambition
Enchantment

When this enchantment enters, you become the monarch.

At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.

Cuombajj Witches
Creature — Human Wizard

: This creature deals 1 damage to any target and 1 damage to any target of an opponent's choice.

1/3
Elvish Dreadlord
Creature — Zombie Elf

Deathtouch

When this creature dies, non-Elf creatures get -3/-3 until end of turn.

Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

3/3
Fleshbag Marauder
Creature — Zombie Warrior

When this creature enters, each player sacrifices a creature of their choice.

3/1
Necrotic Hex
Sorcery

Each player sacrifices six creatures of their choice. You create six tapped 2/2 black Zombie creature tokens.

Nightshade Harvester
Creature — Elf Shaman

Whenever a land an opponent controls enters, that player loses 1 life. Put a +1/+1 counter on this creature.

2/2
Opposition Agent
Creature — Human Rogue

Flash

You control your opponents while they're searching their libraries.

While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.

3/2
Plague Reaver
Creature — Beast

At the beginning of your end step, sacrifice each other creature you control.

Discard two cards, Sacrifice this creature: Choose target opponent. Return this creature to the battlefield under that player's control at the beginning of their next upkeep.

6/5
Profane Transfusion
Sorcery

Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.

Rakshasa Debaser
Creature — Demon

Whenever this creature attacks, put target creature card from defending player's graveyard onto the battlefield under your control.

Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

6/6
Szat's Will
Instant

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Each opponent sacrifices a creature they control with the greatest power.

• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.

Vampiric Tutor
Instant

Search your library for a card, then shuffle and put that card on top. You lose 2 life.

Victimize
Sorcery

Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.

Viscera Seer
Creature — Vampire Wizard

Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

1/1
Abrade
Instant

Choose one —

• Abrade deals 3 damage to target creature.

• Destroy target artifact.

Aurora Phoenix
Creature — Phoenix

Flying

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Whenever you cast a spell with cascade, return this card from your graveyard to your hand.

5/3