The Lost Caverns of Ixalan Commander

LCC · 370 cards · Released

Commander's Sphere
Artifact

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

Sacrifice this artifact: Draw a card.

It harmonizes with the essence of its master.

Dimir Signet
Artifact

, : Add .

An emblem of a secret guild, the Dimir insignia is seen only by its own members—and the doomed.

Heirloom Blade
Artifact — Equipment

Equipped creature gets +3/+1.

Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.

Equip

Herald's Horn
Artifact

As this artifact enters, choose a creature type.

Creature spells you cast of the chosen type cost less to cast.

At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Icon of Ancestry
Artifact

As this artifact enters, choose a creature type.

Creatures you control of the chosen type get +1/+1.

, : Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Izzet Signet
Artifact

, : Add .

The Izzet signet is redesigned often, each time becoming closer to a vanity portrait of Niv-Mizzet.

Lifecrafter's Bestiary
Artifact

At the beginning of your upkeep, scry 1.

Whenever you cast a creature spell, you may pay . If you do, draw a card.

"Inspiration is found by looking outward."

—Oviya Pashiri, sage lifecrafter

Metallic Mimic
Artifact Creature — Shapeshifter

As this creature enters, choose a creature type.

This creature is the chosen type in addition to its other types.

Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.

2/1
Mind Stone
Artifact

: Add .

, , Sacrifice this artifact: Draw a card.

"We have barely begun to learn the secrets of the Fourth People. Every remnant of their presence, however cryptic, is a gift."

—Akal Pakal, First Steward of Oteclan

Orzhov Signet
Artifact

, : Add .

The sigil holds different meanings depending on its form and presentation. While some wear it as a sign of status, others wear it as a sign of debt.

Rakdos Signet
Artifact

, : Add .

Made of bone and boiled in blood, a Rakdos signet is not considered finished until it has been used as a murder weapon.

Simic Signet
Artifact

, : Add .

For the Simic Combine, its sigil serves not as an emblem of honor but as a trademark. Its familiar image on any biological commodity attests to superb craftsmanship, ingenious innovation, and higher cost.

Sol Ring
Artifact

: Add .

Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.

Swiftfoot Boots
Artifact — Equipment

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)

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

"There is great wisdom in rushing headlong into combat . . . if you're prepared."

—Kenjek, captain of the Thousand Swords

Talisman of Hierarchy
Artifact

: Add .

: Add or . This artifact deals 1 damage to you.

"You'll never get to the top if you don't know who's already there."

—Kaya

Vanquisher's Banner
Artifact

As this artifact enters, choose a creature type.

Creatures you control of the chosen type get +1/+1.

Whenever you cast a creature spell of the chosen type, draw a card.

Wayfarer's Bauble
Artifact

, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

"It is said Chimil never sees the same lands twice. So too must we expand our horizons."

Alchemist's Refuge
Land

: Add .

, : You may cast spells this turn as though they had flash.

Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.

Arch of Orazca
Land

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

: Add .

, : Draw a card. Activate only if you have the city's blessing.

Bojuka Bog
Land

This land enters tapped.

When this land enters, exile target player's graveyard.

: Add .

Canopy Vista
Land — Forest Plains

(: Add or .)

This land enters tapped unless you control two or more basic lands.

Chuuy Kaaj, "The Hanging City," has endured for centuries as the thriving hub of Malamet art, life, and culture.

Choked Estuary
Land

As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.

: Add or .

Cinder Glade
Land — Mountain Forest

(: Add or .)

This land enters tapped unless you control two or more basic lands.

On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.

Clifftop Retreat
Land

This land enters tapped unless you control a Mountain or a Plains.

: Add or .

Oteclan, the Oltec capital, encompasses diverse satellite cities. The Oltec can live in any environment and maintain connection.

Command Tower
Land

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

"Approach my tower on bended knee or depart from it as ash upon the wind."

—Gadwick, the Wizened

Crumbling Necropolis
Land

This land enters tapped.

: Add , , or .

It's said the spirits of the drowned dead hang their lights from the shattered figureheads.

Desolate Lighthouse
Land

: Add .

, : Draw a card, then discard a card.

A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.

Evolving Wilds
Land

, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

The Sun Empire bends nature— rivers, mountainsides, dinosaurs—to its unyielding will.

Exotic Orchard
Land

: Add one mana of any color that a land an opponent controls could produce.

"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."

—Pulan, Bant orchardist

Foreboding Ruins
Land

As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.

: Add or .

Fortified Village
Land

As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.

: Add or .

Frostboil Snarl
Land

As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.

: Add or .

A smoldering storm of chilling fire.

Furycalm Snarl
Land

As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.

: Add or .

A seething locus of reverent rage.

Game Trail
Land

As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.

: Add or .

Geier Reach Sanitarium
Legendary Land

: Add .

, : Each player draws a card, then discards a card.

All are welcome.

Hinterland Harbor
Land

This land enters tapped unless you control a Forest or an Island.

: Add or .

"Our ancestors brought down a Phyrexian portal ship, then built our town on its hull. We're pretty proud of that."

—Alene of Riverspan

Isolated Chapel
Land

This land enters tapped unless you control a Plains or a Swamp.

: Add or .

Serra's blessing lies strongest upon Sursi, where her holy chapels are untouched even as evil encroaches.

Jungle Shrine
Land

This land enters tapped.

: Add , , or .

The people of the Sun Empire worship the sun in three aspects: the creative sun, the sustaining sun, and the destructive sun.

Karn's Bastion
Land

: Add .

, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

"I can't protect everyone here. But those I can, I will."

—Karn

Kessig Wolf Run
Land

: Add .

, : Target creature gets +X/+0 and gains trample until end of turn.

When a werewolf changes for the first time, that first howl is said to echo through the wilds till moonset.

Llanowar Reborn
Land

This land enters tapped.

: Add .

Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)

Mosswort Bridge
Land

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)

This land enters tapped.

: Add .

, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Myriad Landscape
Land

This land enters tapped.

: Add .

, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Nephalia Drownyard
Land

: Add .

, : Target player mills three cards.

"Some see a coastal disaster. I see a fully-stocked seagraf."

—Jadar, ghoulcaller of Nephalia

Orzhov Basilica
Land

This land enters tapped.

When this land enters, return a land you control to its owner's hand.

: Add .

Path of Ancestry
Land

This land enters tapped.

: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Port of Karfell
Land

This land enters tapped.

: Add .

, , Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)

Reliquary Tower
Land

You have no maximum hand size.

: Add .

Once guarded by the Knights of the Reliquary, the tower stands now protected only by its own remoteness, its dusty treasures open to plunder by anyone.

Rogue's Passage
Land

: Add .

, : Target creature can't be blocked this turn.

Rumors quickly spread among thieves about a labyrinth without walls and a prize beyond all measures of worth.

Secluded Courtyard
Land

As this land enters, choose a creature type.

: Add .

: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.

Shineshadow Snarl
Land

As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.

: Add or .

A flickering beacon of righteous corruption.

Simic Growth Chamber
Land

This land enters tapped.

When this land enters, return a land you control to its owner's hand.

: Add .

Smoldering Marsh
Land — Swamp Mountain

(: Add or .)

This land enters tapped unless you control two or more basic lands.

The continent of Guul Draz is a geothermal swampland reeking of heat and decay.

Sulfur Falls
Land

This land enters tapped unless you control an Island or a Mountain.

: Add or .

Skirsdag cultists meet behind a waterfall's curtain and plot with demonic forces.

Sunken Hollow
Land — Island Swamp

(: Add or .)

This land enters tapped unless you control two or more basic lands.

On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.

Tainted Field
Land

: Add .

: Add or . Activate only if you control a Swamp.

Temple of Mystery
Land

This land enters tapped.

When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

: Add or .

Temple of Silence
Land

This land enters tapped.

When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

: Add or .

Temple of the False God
Land

: Add . Activate only if you control five or more lands.

"When gods become apathetic, the people will worship anyone who answers their pleas."

—Kiora

Terramorphic Expanse
Land

, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Take two steps north into the unsettled future, south into the unquiet past, east into the present day, or west into the great unknown.