Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
"Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything else can exist, the idea must exist."
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
Smoke clogged the streets and rubble littered the ground, but sunlight shining on the long-lost towers of Elturel was still a beautiful sight.
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Equipped creature gets +1/+1 for each creature you control.
Equip
Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)
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.)
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Creatures you control have myriad. (Whenever a creature with myriad 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.)
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.)
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
A searing light that spares only the chosen.
When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Flash
Flying
When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Flying
Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
"Isn't she the cutest thing you've almost seen?"
—Doen, purveyor of exotic pets
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
"Isn't she the cutest thing you've almost seen?"
—Doen, purveyor of exotic pets
For each opponent, you create a token that's a copy of up to one target creature that player controls.
"Why simply sit back and applaud the good ideas of others when I can improve upon them?"
—Elminster
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
Warnis had always felt a glimmer of potential within herself, flickering just out of reach. That night, as the cultists attacked, it became a torrent of power that was hers to command.
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Choose a Background (You can have a Background as a second commander.)
Exile target spell, then roll a d20 and add that spell's mana value.
1—14 | You may cast the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
15+ | You may cast the exiled card without paying its mana cost for as long as it remains exiled.
Ceremorphosis — When this creature enters, turn any number of target tapped nontoken creatures face down. They're 2/2 Horror creatures.
"Your mind belongs to the Emperor now."
Tap X target creatures. They don't untap during their controllers' next untap steps. (Then exile this card. You may cast the creature later from exile.)
"Your mind belongs to the Emperor now."
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
A family that welcomes birds of all feathers.
Whenever equipped creature deals combat damage to a player, you draw that many cards.
Equip
Equip Shaman, Warlock, or Wizard
It offers the power to shape worlds and the elegance to do so with style.
Commander creatures you own have ": This creature becomes a copy of another target creature."
You see your next disguise in every stranger's smile.
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
When Volo enters, create Volo's Journal, a legendary colorless Book artifact token with hexproof and "Whenever you cast a creature spell, note one of its creature types that hasn't been noted for Volo's Journal."
, : Draw a card for each creature type noted for target permanent you control named Volo's Journal.
Choose a Background
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.)
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
, , Exile a creature you control: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Create a tapped 4/1 black Skeleton creature token with menace. (Then exile this card. You may cast the artifact later from exile.)
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Exile target creature. Put X +1/+1 counters on a commander creature you control, where X is the power of the creature exiled this way.
"Stop bleeding. It's distracting."
—Astarion, the Decadent
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
For the patriar class, wealth is in the blood.
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
Bhaal's mortal children carried within them a darkness that, left unchecked, would devour them all.
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
You embrace power at any cost, and if it consumes you, so be it.
Menace
Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Target player draws X cards and loses X life, where X is the number of cards in their graveyard.
The Night Serpent tasted the warlock's ambition and savored the dark hunger in her soul.
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield.
Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
When this creature enters, you take the initiative.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
, , Sacrifice another creature: Draw X cards, where X is that creature's power.
Choose a Background (You can have a Background as a second commander.)
"Shar's will shall be done. As sure as night will fall."
Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
Flying
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
• Target opponent draws three cards, then discards three cards at random.
• Target opponent sacrifices a nontoken artifact of their choice.
• This creature deals damage to target opponent equal to the number of cards in their hand.
Flying
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
• Target opponent draws three cards, then discards three cards at random.
• Target opponent sacrifices a nontoken artifact of their choice.
• This creature deals damage to target opponent equal to the number of cards in their hand.
Trample
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
Trample
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.
Trample, 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.)
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
They fought with the desperate courage of those who have nothing left to lose.
Enthralling Performance — When this creature enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it 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 you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
The last thing anyone would describe you as is shy. You love the spotlight, and it loves you back.
When you next cast an instant or sorcery spell this turn, copy that spell X times. You may choose new targets for the copies.
"I alone am worthy to decide where lighting strikes."
—Hekaton, storm giant king
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
Flying
Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
"We'll put it all back! The gems, the gold, the chalice that would've looked great on my mantle; we'll put everythi—"
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Target creature you control fights target creature the opponent to your left controls. Then that player may copy this spell and may choose new targets for the copy.
"I'll see your three dragons and raise you two fists!"
Whenever another nontoken creature enters, you may pay . If you do, that creature's controller creates a token that's a copy of that creature.
Life runs wild amid the tangled branches.
This spell costs less to cast, where X is the total mana value of Dragons you control.
Flying, trample
, Sacrifice a land: Return this card from your graveyard to your hand.
Tokens you control have ": Add ."
Choose a Background (You can have a Background as a second commander.)
"The Harpers' movement grows, but it needs sunlight to blossom. We can be that light."
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle.
Prevent all combat damage that would be dealt this turn.