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.)
: Creatures you control named Genasi Enforcers get +1/+0 until end of turn.
This spell costs less to cast for each opponent who was dealt damage this turn.
Menace
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.)
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
"What do you mean 'Does it work?' What an insulting question."
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.)
Lightning Bolt deals 3 damage to any target.
"Hasn't she heard of knocking?!"
—Snerd, Flaming Fist guard
Sacrifice this creature: Add .
The best defense is not even knowing what the word "defense" means.
Haste
Whenever this creature attacks, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Pozo's heart was full of courage, right up until it was full of elven steel.
Roll a d20.
1—9 | Thunderwave deals 3 damage to each creature.
10—19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way.
20 | Thunderwave deals 6 damage to each creature your opponents control.
Haste
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 equipped creature attacks, double its power until end of turn.
Equip
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Flying
This creature can't block.
For most, deadly. For a dragon, decadent.
Create a Treasure token. (Then exile this card. You may cast the creature later from exile.)
For most, deadly. For a dragon, decadent.
This creature can't be blocked by creatures with power 3 or less.
A serpent's cruelty, a dragon's appetite.
Put two +1/+1 counters on target creature and untap it. It gains hexproof until end of turn. (Then exile this card. You may cast the creature later from exile.)
A serpent's cruelty, a dragon's appetite.
Vigilance
During your turn, prevent all damage that would be dealt to this creature.
Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
Trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other creatures you control have trample and ward .
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."
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
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 attacks, for each opponent, tap up to one target creature that player controls.
Deathtouch
When this creature enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
, 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.
Trample
Whenever Cadira deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
She roams the border between wilderness and civilization, protecting those who need it most.
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
"It's a ghoul-eat-you world out there. Follow my orders if you want to survive."
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.
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.
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.)
You have no maximum hand size.
: Add one mana of any color.
"Now, remember: Under no circumstances should you utter the word 'geyser' in the same room as—oh, blast it!"
—Bindlehaim, Upper City merchant
Trample
Whenever this creature deals combat damage to a player, you may cast your commander from the command zone without paying its mana cost. (You still pay any additional costs.)
: Add one mana of any color.
, : Untap target legendary creature you control.
Only a fool ignores a letter bearing the official mark of a patriar family.
: Add .
, , Sacrifice this artifact: Exile any number of target players' graveyards. Draw a card.
It whispers words spoken centuries ago, coaxing wisdom from the ghosts of civilizations past.
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
: 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.
As this land enters, choose a color other than black.
: Add or one mana of the chosen color.
An imposing visage that looms over all who would rise above their station.
This land enters tapped.
As this land enters, choose a color other than white.
: Add or one mana of the chosen color.
A beacon of order and safety, for those who can afford it.
This land enters tapped.
As this land enters, choose a color other than red.
: Add or one mana of the chosen color.
A partition between the hopeless living and the restless dead.
Gates you control enter untapped.
: Add .
: Add one mana of any color that a Gate you control could produce.
: Add .
, : Add one mana of any color.
, , Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
This land enters tapped.
As this land enters, choose a color other than green.
: Add or one mana of the chosen color.
A barrier that shields privileged eyes from the city's woes.
: 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.
As this land enters, choose a color other than blue.
: Add or one mana of the chosen color.
An efficient route from a smuggler's ship to a patriar's manor.
Flying
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 white Pegasus creature token with flying.
Exile target creature you control, then return that card to the battlefield under its owner's control. (Then exile this card. You may cast the creature later from exile.)
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."
: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
Only the good-hearted may set foot in a unicorn's domain.
Flying
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.)
Choose one —
• Pray for Protection — Creatures you control gain indestructible until end of turn.
• Strike a Deal — You and target opponent each draw two cards.
"You trespass on sacred ground, monster. Leave while you still can."
Choose one —
• Stall for Time — Tap up to three target creatures.
• Call for Aid — Create three 1/1 white Soldier creature tokens.
Their only mistake was giving the bard time to speak.
Exile target creature you control, then return that card to the battlefield under its owner's control.
Draw a card.
"It's as much a trick of the mind as it is a trick of the eye."
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Tales of heroes past galvanize the heroes of the future.
Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
Hive Mind — Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token.
, : Target player mills three cards.
Choose a Background (You can have a Background as a second commander.)
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Flash
Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
Flying
Whenever this creature attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order.
Each player chooses a party from among creatures they control, then sacrifices the rest. (To choose a party, choose up to one each of Cleric, Rogue, Warrior, and Wizard.)
Flash
Ward
Probing Telepathy — Whenever a creature entering under an opponent's control causes a triggered ability of that creature to trigger, you may copy that ability. You may choose new targets for the copy.
Menace
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Flash
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Destroy all creatures with power 3 or greater.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Return all creature cards with power 2 or less from your graveyard to your hand.
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
"The Lord of Darkness elevates only those who serve."
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
"You will serve me better in this form."
—Jon Irenicus
Beanstalk Giant's power and toughness are each equal to the number of lands you control.
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)