Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
, : You may put a creature card from your hand onto the battlefield.
The detail really makes the monsters jump off the page.
Mill five cards, then return a creature card milled this way to your hand. (Then exile this card. You may cast the artifact later from exile.)
The detail really makes the monsters jump off the page.
Mama's Coming — Whenever this creature attacks a player who controls eight or more lands, look at the top eight cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking that player. Put the rest on the bottom of your library in a random order.
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
Your parents taught you that strength can be nurtured and honed, no matter one's size.
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
"By the time you've seen it all, all have already changed."
—Wandering treant, name unknown
Vigilance
When this creature enters, you take the initiative.
: Add . If you've completed a dungeon, add six instead.
: Draw a card, then exile a card from your hand and put a number of time counters on it equal to its mana value. It gains "When the last time counter is removed from this card, if it's exiled, you may cast it without paying its mana cost. If you cast a creature spell this way, it gains haste until end of turn." Then remove a time counter from each other card you own in exile.
Deathtouch, lifelink
At the beginning of your end step, choose one —
• Feed — Target opponent loses life equal to the amount of life they lost this turn.
• Friends — You gain life equal to the amount of life you gained this turn.
, Sacrifice up to three permanents: If there were three or more card types among the sacrificed permanents, each opponent loses 3 life, you gain 3 life, and you draw three cards.
Better the cold night than her warm hospitality.
As long as your life total is less than or equal to half your starting life total, Bane has indestructible.
Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
As long as your life total is less than or equal to half your starting life total, Bhaal has indestructible.
Whenever another nontoken creature you control dies, put a +1/+1 counter on target creature and goad it.
Whenever a player draws their second card during their turn, you draw a card.
Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
Ambition has a price in Baldur's Gate, and it is paid to the Council.
At the beginning of combat on your turn, another target creature you control 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.)
Haste
You may activate abilities of other creatures you control as though those creatures had haste.
: When you next activate an ability that isn't a mana ability this turn by spending four or more mana to activate it, copy that ability. You may choose new targets for the copy.
Whenever you scry, the next instant or sorcery spell you cast this turn costs less to cast, where X is the number of cards looked at while scrying this way.
[+2]: Draw a card, then scry 2.
[−3]: Exile the top card of your library. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value.
Elminster can be your commander.
Flying
At the beginning of your end step, choose a player. They put two +1/+1 counters on a creature they control. Choose a second player to draw a card. Then choose a third player to create two Treasure tokens.
Vigilance
Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
"You are safest in Candlekeep, Abdel, but I cannot keep you from the world forever."
Haste
, Sacrifice an artifact creature: Create two Treasure tokens.
, Sacrifice a noncreature artifact: Create two 1/1 colorless Construct artifact creature tokens.
At the beginning of your end step, target opponent gains control of up to one target creature you control. Put two +1/+1 counters on it and tap it. It's goaded for the rest of the game and it gains "This creature can't be sacrificed." (It attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you own but don't control attacks, you draw a card.
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn.
Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Flying, ward
Whenever another nontoken Dragon you control enters, create a token that's a copy of it, except the token isn't legendary.
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
[+1]: Put three +1/+1 counters on up to one target creature with trample or haste.
[−2]: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
[+1]: Put three +1/+1 counters on up to one target creature with trample or haste.
[−2]: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
As long as your life total is less than or equal to half your starting life total, Myrkul has indestructible.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types.
Whenever you cast a spell, you may put it on the bottom of its owner's library. If you do, reveal cards from the top of your library until you reveal a nonland card. You may cast that card without paying its mana cost. Then put all revealed cards not cast this way on the bottom of your library in a random order. This ability triggers only once each turn.
Menace
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
Each creature you control with a mana ability gets +2/+2.
Whenever a creature you control with a mana ability attacks, untap it.
Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
Flying
Other Demons, Devils, Imps, and Tieflings you control get +1/+1 and have lifelink.
At the beginning of each end step, if a creature card was put into your graveyard from anywhere this turn, create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
Whenever you cast a spell you don't own, create a 3/3 black Demon creature token.
[+1]: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it.
[−3]: You may cast a spell from among cards in exile with page counters on them without paying its mana cost.
Tasha, the Witch Queen can be your commander.
Haste
, : When you next cast an instant or sorcery spell that targets only a single opponent or a single permanent an opponent controls this turn, for each other opponent, choose that player or a permanent they control, copy that spell, and the copy targets the chosen player or permanent.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Some patriars pay massive sums for exotic pets that can give their posh, predictable lives an edge of danger.
Equipped creature has myriad. (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.)
Equip
When this artifact enters, put a rope counter on target creature you control.
At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
Trample
Ward—Discard a card.
Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn.
Crew 4
Whenever a creature enters, if it was cast, exile it, then return all other permanent cards exiled with this artifact to the battlefield under their owners' control.
Quenton barely had a second to admire his exquisite handsomeness before reality collapsed around him.
Flying
When this Vehicle enters, exile target player's graveyard.
Whenever this Vehicle deals combat damage to a player, you may put a creature card exiled with this Vehicle onto the battlefield under your control.
Crew 3
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add .
, : Add X mana of any one color, where X is the number of other Gates you control.
"Of course I know what 'eponymous' means! It's a little horse."
—Krizz, gate guard
This land enters tapped unless you have two or more opponents.
: Add or .
Servants tend the gardens meticulously, ensuring that Upper City residents aren't bothered by the messier parts of nature.
This land enters tapped unless you have two or more opponents.
: Add or .
In opulent chambers behind closed doors, dynasties are made and broken with but a few murmured words.
This land enters tapped unless you have two or more opponents.
: Add or .
No one really knows how deep the waters go beneath Undercity, nor what amorphous horrors lurk within.
: Add one mana of any type that a land you control could produce.
Gale stared into the pool and saw a stranger. The similarities were uncanny, but it was not him.
This land enters tapped unless you have two or more opponents.
: Add or .
A shoreless sea extends to every horizon, sharing its beauty only with those who can fly high enough to see it.
This land enters tapped unless you have two or more opponents.
: Add or .
The village's name was long forgotten, its crumbling ruins a monument to the fragility of civilization.