If The Prismatic Piper is your commander, choose a color before the game begins. The Prismatic Piper is the chosen color.
Partner (You can have two commanders if both have partner.)
It is everything and nothing.
Flying, first strike, vigilance, trample
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner
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.
When Alharu enters, put a +1/+1 counter on each of up to two other target creatures.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying.
Partner (You can have two commanders if both have partner.)
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flying
When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
She sings for all those who have been silenced.
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has flying.
"Zendikar will triumph this day, and our armies will fly with angels."
Flying
Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
Light streaked down from the heavens, and a voice whispered in the soldier's ear: "You shall not fall today."
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.)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player.
Partner (You can have two commanders if both have partner.)
"With the right tools, even the sky is within reach."
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.
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.
Flash
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
Enchant creature
Enchanted creature can't attack or block.
: Return this Aura to its owner's hand.
Create three 1/1 white Soldier creature tokens.
"Who among you has the courage to face certain death? Who will heed my call?"
—Rayel Vanger, Firstblade of Thune
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.
A righteous sovereign makes for a blessed realm.
Whenever another white creature you control enters, tap target creature an opponent controls.
"The Boros fight for justice. The Azorius fight for law. I hold the line between, and make sure the people are given both."
, , Sacrifice this artifact: Destroy target artifact or enchantment.
"I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself."
—Dolomarus, Proctor of the Clean
When this creature dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
Enchant permanent
When this Aura enters, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Double strike (This creature deals both first-strike and regular combat damage.)
His prowess gives the guildless hope that they can hold out against tyranny.
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
"There's never a good time for a disaster or an attack. That's why we're here."
—Oren, militia captain
Put a +1/+1 counter on each creature you control.
"This is about more than aether or inventions. Tezzeret's schemes must be stopped!"
—Ajani Goldmane
Creature tokens you control get +1/+1 and have vigilance.
In life, they were a motley crew: farmers, lords, cutpurses, priests. In death, they are united in singular, benevolent purpose.
Exile target creature or enchantment.
Beneath the gaze of angels, only the righteous may stand without fear.
Flying
Whenever this creature attacks, attacking creatures with flying get +1/+1 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.)
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.
Whenever a commander you control attacks, put a +1/+1 counter on it.
Partner (You can have two commanders if both have partner.)
She chooses her riders carefully and bears them to glory in battle after battle.
When this creature enters, put a +1/+1 counter on target creature.
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.)
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Kor have no concept of exploration. They return to homelands forgotten.
: Choose another target creature. Its controller may exile it with an aegis counter on it.
, : Return all exiled cards with aegis counters on them to the battlefield under their owners' control.
Partner (You can have two commanders if both have partner.)
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
For a moment they stood tall, all fear forgotten.
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.
The Consulate keeps watch at each of the eleven bridges to ensure that the market remains a haven for commerce, not for con artists.
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
"Once Avacyn returned, I hoped I'd never need these things again. I didn't think I'd be dusting them off to use against angels."
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
The Orzhov care not for repentance, only repayment.
When this creature enters, you become the monarch.
"One who ruled willing subjects would need no such protection."
—Adriana, Captain of the Guard
Flying
When this creature enters, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
"Bant's most gallant knights wear my sigil, and for that I am humbled."
During your turn, creature tokens you control get +1/+4.
: Create a 1/1 white Soldier creature token.
Partner (You can have two commanders if both have partner.)
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.
Death can wait.
Flying
Tap another untapped creature you control with flying: Radiant gains protection from the color of your choice until end of turn.
Partner (You can have two commanders if both have partner.)
Create two 1/1 white Soldier creature tokens.
Like blinking or breathing, responding to an alarm is an involuntary reflex.
Artifacts you control have protection from each mana value among artifacts you control.
Partner (You can have two commanders if both have partner.)
"She sees beyond technology to what it enables."
—Glacian, powerstone engineer
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.
Some timelines forever fray, branch, and intermingle. Others end abruptly.
Flying, lifelink
She parts the clouds so sunlight can reach even the darkest lairs and duskiest tombs.
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
Light as a feather. Sharp as an angel's wrath.
Destroy target creature with power 3 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
In the moment of truth, it is as though time stands still, and the whale waits, suspended in the sky.
Destroy all creatures and planeswalkers except for commanders.
The generals each surveyed their devastated forces. Then, slowly, they turned to each other and raised their swords.
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
"Cut the beasts out from under them and their strength is nothing."
—Vona of Iedo, Butcher of Magan
Flying
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Instinctively drawn to the light of its "mother-sun," each slith follows that sun's path around Mirrodin.
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.)
Vigilance (Attacking doesn't cause this creature to tap.)
This creature enters with a +1/+1 counter on it for each other creature you control.
The strength of the one is the strength of the many.
Return all artifact, enchantment, and planeswalker cards from your graveyard to the battlefield.
In a flash of light and a burst of aether, despair turned to hope and defeat turned to victory.
When this creature enters, return target artifact card from your graveyard to your hand.
"Margaret has traveled with me to the end of the world and back."
—Hewen Frit, merchant
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
"I prefer loyalty to be a matter of respect, not of magic. But one does what one must."
—Kaalia of the Vast
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.)
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Return target creature to its owner's hand.
When this creature enters, you become the monarch.
This creature can't be blocked by creatures the monarch controls.
"Your concern for my safety is touching, but as long as your gunners remain reliably erratic, I see no reason to change course."
—Admiral Yelise, to Commodore Axurik
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.
When Brinelin enters and whenever you cast a spell with mana value 6 or greater, you may return target nonland permanent to its owner's hand.
Partner (You can have two commanders if both have partner.)