The Lost Caverns of Ixalan Commander

LCC · 370 cards · Released

Scion of Calamity
Creature — Dinosaur

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 this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.

5/5
Sunfrill Imitator
Creature — Dinosaur

Whenever this creature attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.

With a flare of plumage and an earthshaking bellow, it can scare off predators three times its size.

3/3
Topography Tracker
Creature — Merfolk Scout

When this creature enters, create a Map token. (It's an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")

If a creature you control would explore, instead it explores, then it explores again.

"Good thing I'm not afraid of heights."

2/2
Tributary Instructor
Creature — Merfolk Shaman

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

"Like water between rivers, wisdom must flow freely from one generation to the next."

4/4
Order of Sacred Dusk
Creature — Vampire Knight

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Flying, lifelink, haste

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Other Vampires you control have exalted.

5/5
Singer of Swift Rivers
Creature — Merfolk Shaman

Flash

When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)

You may cast Merfolk spells as though they had flash.

3/2
Arm-Mounted Anchor
Artifact — Equipment

Equipped creature gets +2/+2 and has menace.

Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card.

Equip . This ability costs less to activate if you have one or fewer cards in hand.

Progenitor's Icon
Artifact

As this artifact enters, choose a creature type.

: Add one mana of any color.

: The next spell of the chosen type you cast this turn can be cast as though it had flash.

Bronzebeak Foragers
Creature — Dinosaur

When this creature enters, for each opponent, exile up to one target nonland permanent that player controls until this creature leaves the battlefield.

: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.

3/4
Charismatic Conqueror
Creature — Vampire Soldier

Vigilance

Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.

"There's a whole world under the surface, waiting for the light of our salvation."

2/2
Elenda's Hierophant
Creature — Vampire Cleric

Flying

Whenever you gain life, put a +1/+1 counter on this creature.

When this creature dies, create X 1/1 white Vampire creature tokens with lifelink, where X is its power.

1/1
From the Rubble
Enchantment

As this enchantment enters, choose a creature type.

At the beginning of your end step, return target creature card of the chosen type from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

March of the Canonized
Enchantment

When this enchantment enters, create X 1/1 white Vampire creature tokens with lifelink.

At the beginning of your upkeep, if your devotion to white and black is seven or greater, create a 4/3 white and black Vampire Demon creature token with flying.

Redemption Choir
Creature — Vampire Cleric

Lifelink

Coven — Whenever this creature enters or attacks, if you control three or more creatures with different powers, return target permanent card with mana value 3 or less from your graveyard to the battlefield.

3/3
The Indomitable
Legendary Artifact — Vehicle

Trample

Whenever a creature you control deals combat damage to a player, draw a card.

Crew 3

You may cast this card from your graveyard as long as you control three or more tapped Pirates and/or Vehicles.

6/6
Mist Dancer
Creature — Merfolk Wizard

Flying

Other Merfolk you control get +1/+0 and have flying.

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
Ripples of Potential
Instant

Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)

Storm Fleet Negotiator
Creature — Siren Pirate

Flying

Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")

2/2
Wave Goodbye
Sorcery

Return each creature without a +1/+1 counter on it to its owner's hand.

Whatever the tide brings in, the shapers can wash away.

Dusk Legion Sergeant
Creature — Vampire Soldier

Menace

, Sacrifice this creature: Each nontoken Vampire creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

2/2
Francisco, Fowl Marauder
Legendary Creature — Bird Pirate

Flying

Francisco can't block.

Whenever one or more Pirates you control deal damage to a player, Francisco explores.

Partner (You can have two commanders if both have partner.)

0/1
The Grim Captain's Locker
Legendary Artifact

: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

: Until end of turn, each creature card in your graveyard gains "Escape, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)

Master of Dark Rites
Creature — Vampire Cleric

, Sacrifice another creature: Add . Spend this mana only to cast Vampire, Cleric, and/or Demon spells.

"With each sacrifice, we step closer to the Age of Everflowing Blood."

1/1
Promise of Aclazotz
Enchantment

At the beginning of your end step, you may sacrifice a non-Demon creature. If you do, populate. (Create a token that's a copy of a creature token you control.)

Foul Rebirth
Sorcery — Adventure

Sacrifice a non-Demon creature. If you do, create a 4/3 white and black Vampire Demon creature token with flying.

Skeleton Crew
Creature — Skeleton Pirate

Each other creature you control that's a Skeleton or Pirate gets +1/+1.

Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.)

: Return this card from your graveyard to the battlefield tapped.

3/3
Broadside Bombardiers
Creature — Goblin Pirate

Menace, haste

Boast — Sacrifice another creature or artifact: This creature deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)

When they ran short on cannonballs, they went for the pots and pans.

2/2
Gemcutter Buccaneer
Creature — Orc Pirate Artificer

Whenever this creature or another Pirate you control enters, create a tapped Treasure token.

Treasures you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0," equip Pirate , and equip .

1/3
Wrathful Raptors
Creature — Dinosaur

Trample

Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.

They gulp down their prey on the run, claws dripping with blood as they hunt for their next meal.

5/5
Bygone Marvels
Sorcery

Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies.

Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.

Curious Altisaur
Creature — Dinosaur

Vigilance, reach

Whenever a Dinosaur you control deals combat damage to a player, draw a card.

After long days of squeezing through cramped tunnels, the Sun Empire's dinosaurs were overjoyed to stretch their necks and survey the wonders of the Core.

2/5
Deeproot Historian
Creature — Merfolk Druid

Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)

"The language of the Komon Winaq has much in common with the tongue of our ancestors. Surely the two peoples once lived and worked in close harmony."

3/3
Dinosaur Egg
Creature — Dinosaur Egg

Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

When this creature dies, you may discover X, where X is its toughness.

The Oltec revere dinosaurs as living remnants of the bygone Fourth Age.

0/3
Scion of Calamity
Creature — Dinosaur

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 this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.

5/5
Sunfrill Imitator
Creature — Dinosaur

Whenever this creature attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.

With a flare of plumage and an earthshaking bellow, it can scare off predators three times its size.

3/3
Topography Tracker
Creature — Merfolk Scout

When this creature enters, create a Map token. (It's an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")

If a creature you control would explore, instead it explores, then it explores again.

"Good thing I'm not afraid of heights."

2/2
Tributary Instructor
Creature — Merfolk Shaman

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Whenever a creature you control with a +1/+1 counter on it dies, draw a card.

"Like water between rivers, wisdom must flow freely from one generation to the next."

4/4
Order of Sacred Dusk
Creature — Vampire Knight

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)

Flying, lifelink, haste

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Other Vampires you control have exalted.

5/5
Singer of Swift Rivers
Creature — Merfolk Shaman

Flash

When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)

You may cast Merfolk spells as though they had flash.

3/2
Arm-Mounted Anchor
Artifact — Equipment

Equipped creature gets +2/+2 and has menace.

Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card.

Equip . This ability costs less to activate if you have one or fewer cards in hand.

Progenitor's Icon
Artifact

As this artifact enters, choose a creature type.

: Add one mana of any color.

: The next spell of the chosen type you cast this turn can be cast as though it had flash.

Archaeomancer's Map
Artifact

When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.

Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Wedding Ring
Artifact

When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.

Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.

Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.

Amulet of Vigor
Artifact

Whenever a permanent you control enters tapped, untap it.

"Everyone is obsessed with this cosmium stuff, but I can sense some kind of comparable power in this droplet of ancient amber."

—Quintorius Kand, research notes

Arcane Signet
Artifact

: Add one mana of any color in your commander's color identity.

"Markings on the hilt are faded, but resemble Komon Winaq familial glyphs. Relic recovered for further study."

—Oltec archaeological survey

Chalice of the Void
Artifact

This artifact enters with X charge counters on it.

Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.

Chimil, the Inner Sun
Legendary Artifact

Spells you control can't be countered.

At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Chromatic Orrery
Legendary Artifact

You may spend mana as though it were mana of any color.

: Add .

, : Draw a card for each color among permanents you control.

Coat of Arms
Artifact

Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)

"The rose is common in Legion heraldry. Thorns and petals tell of specific family achievements."

—Quintorius Kand, research notes

Coercive Portal
Artifact

Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice this artifact and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.

Colossus Hammer
Artifact — Equipment

Equipped creature gets +10/+10 and loses flying.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

"Relic retrieval is delayed. Mentioning it was forty feet tall might have helped us prepare."

—Queen's Bay Company dispatch

Everflowing Chalice
Artifact

Multikicker (You may pay an additional any number of times as you cast this spell.)

This artifact enters with a charge counter on it for each time it was kicked.

: Add for each charge counter on this artifact.

Expedition Map
Artifact

, , Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.

"Oltec maps are not simple charts of place and distance. Each tells a story of exploration and learning, celebrating the meaning beyond the discovery."

—Huatli's travel journal

Fist of Suns
Artifact

You may pay rather than pay the mana cost for spells you cast.

"Willem put it on and started shooting sparks from his hands like some kind of wizard! Was supposed to be my turn next, but the blasted thing won't come off his hand. Send help."

—Brazen Coalition expedition dispatch

Lightning Greaves
Artifact — Equipment

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip

"Skim all the gold and magic rocks you want, but if I see one greasy fingerprint on my new boots, you'll be drinking bilgewater for a month."

—Note from Captain Lannery Storm

Mimic Vat
Artifact

Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.

, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.

Strionic Resonator
Artifact

, : Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")

"Akal theorizes that it is some sort of signal, resonating beyond this cavern's physical space. But if so, who—or what—is the signal for?"

—Huatli's travel journal

Temple Bell
Artifact

: Each player draws a card.

"Bells ring out to mark every great moment in the Malamet's tale of years: victories and tragedies, feasts and discoveries, the ascension of each sovereign and their passage into the dark beyond."

—Sun Empire expedition report

Thought Vessel
Artifact

You have no maximum hand size.

: Add .

"The artifact's interaction with the mycoid network seems to allow non-mycoids to connect to the gestalt consciousness. Thus far, all who have done so have fled screaming."

—Alvaro, Dusk Legion researcher

Whispersilk Cloak
Artifact — Equipment

Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)

Equip

"It bends the light somehow, rendering it—and its wearer—functionally invisible. I never would have found it if I hadn't tripped over it!"

—Quintorius Kand, research notes

Worn Powerstone
Artifact

This artifact enters tapped.

: Add .

"The strange energy source isn't cosmium after all, but some unidentifiable material that has leached cosmium residue from the walls. Could be dangerous. Could change everything."

—Oltec archaeological survey