Destroy target creature or planeswalker. If today's date is May 6th, scry 1. If today's date is May 7th, fateseal 1. (To fateseal 1, look at the top card of an opponent's library. You may put that card on the bottom of their library.)
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Choose two basic land types. Create the appropriate Shockland token. (For example, if you choose Island and Swamp, you'd get a Watery Grave token.)
When Garruk's Lost Wolf enters the battlefield, create a Huntsman Role token attached to another target creature you control. (Enchanted creature gets +1/+1 and has ": Add ")
Mill the top four cards of your library. Return a creature or planeswalker card milled this way to your hand.
At the beginning of your upkeep, if all your commanders have been revealed, put a +1/+1 counter on Growing Detective.
Name two Ravnica Guilds. Create two copies that are copies of their gates. (Ravnica guildgates are lands that enter the battlefield tapped and tap for the two colors of the guild.)
Investigate.
When Merfolk Surveyor enters the battlefield, explore-clash. If you win the explore-clash, gain 3 life. (To explore-clash, you and an opponent each reveal the top card of your respective libraries. Put any lands revealed this way into their owner's hands. Put a +1/+1 counter on this creature for each nonland card revealed this way. Then, each player who didn't get a nonland puts the card back or into their graveyard. You win the explore-clash if the mana value of your revealed card was higher.)
: Add .
, : Add one mana of any color.
: Add one mana of any color in your commander's color identity. If you control a Command Tower and a Command Power Plant, add two mana of any color in your commander's color identity instead.
Whenever Aggressive Detective attacks, if all your commanders have been revealed, Aggressive Detective deals 2 damage to each opponent.
Gain control of target creature, planeswalker, or equipment until end of turn. Untap that permanent. It gains haste until end of turn. If it's an equipment, attach it to a creature you control. Score one point for your team.
Exile Join the Winning Team.
Flying
Poison Tolerance +2 (It takes two additional poison counters for you to lose the game to poison.)
Vigilance
Corrupted Metalcraft — As long as you control three or more artifacts and an opponent has three or more poison counters, Incisor Steed gets +3/+0.
Changeling
This creature gets +X/+X, where X is your devotion to hybrid. (Each hybrid mana symbol in the mana costs of permanents you control counts toward your devotion to hybrid.)
You may play Barce and any other legend with one color identity or less as your commanders as though they each had partner.
Whenever another legendary creature you control dies, you may put it into your command zone. It replaces one of your commanders.
Prize Card for the Unknown event at MagicCon Barcelona, July 29th, 2023.
Gen gets +1/+1 for each different year of release among other nontoken permanents you control. (For example, if a card was released in 1993, that's one year of release. Specific editions matter.)
Whenever Gen attacks, if its power is 30 or greater, you win the game.
Prize Card for the Unknown event at Gen Con, August 3rd, 2023.
Flying
If The Faction Dragon is your commander, choose a faction during deck building. This card's mana cost is that faction's mana symbols. (For example, if you choose Abzan, it costs .)
Spells you cast with the chosen faction's watermark cost less to cast.
Other creatures you control with the chosen faction's watermark get +1/+1.
Prize Card for the Unknown events at MagicCon: Las Vegas, June 20-22.
Whenever equipped creature becomes blocked, each creature blocking it gets -5/-5 until end of turn.
Whenever equipped creature deals combat damage to an opponent, you may search your library for a Praetor card, reveal it, and put it into your hand. Then shuffle.
Equip
Equipped creature gets +1/+1 for each counter on it, and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equipped permanent isn't a planeswalker and is a creature in addition to its other types.
Equip creature or planeswalker
, Mill a card: Add .
, , Sacrifice Phyrexian Incubator: Search your library for any number of Phyrexian cards or cards with phyrexian back faces, exile them, then incubate 2 that many times. Then shuffle.
Protection from Elk
Pay 1 life, Sacrifice another creature: Target creature an opponent controls becomes a 3/3 green Elk creature. (This effect lasts indefinitely.)
Fixed commander ninjutsu — , Discard a card (It's like commander ninjutsu, but the commander tax applies. Sorry, but I learned from Yuriko.)
Mono Eminence — If Auntie Flint is on the battlefield or in the command zone and your deck's color identity is mono-black, creatures you control get +1/+0.
Whenever Auntie Flint attacks, another target creature gains fear until end of turn.
Partner (You can have two commanders if both have partner.)
You can bargain any permanent instead of just artifacts, enchantments, and tokens.
Whenever you cast a spell, if it was bargained, copy that spell. You may choose new targets for the copy.
"I love a two-for-one!"
When Incubation Triformer enters the battlefield, incubate 1.
: Choose target transformed Phyrexian token you control. Transform it into a third side that's a 3/3 Phyrexian Horror artifact creature.
Infect (A creature with infect deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creatures you control with toxic lose toxic and gain infect.
Creatures you control get +1/+0 and have "At the beginning of your upkeep, this creature deals 1 damage to you."
Tempting offer — When Maître Tree enters the battlefield, create a token from the menu. Each opponent may also create a token from the menu. For each opponent who does, you create a token of the same type.
• Treasure
• Food
• 1/1 green Squirrel
• 3/3 green Beast
Mono Eminence — As the game begins, if Mr. Wiggles is your commander and your deck's color identity is monogreen, at the beginning of your first upkeep, search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
Flying
Partner (You can have two commanders if both have partner.)
Target opponent gets a poison counter. Then, if you have more poison counters than that player, return Pulse of the Hunter Maze to its owner's hand.
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
Commanders you control have horsemanship.
Partner (You can have two commanders if both have partner.)
The Spike Cactus enters the battlefield with +1/+1 counters on it equal to the amount of mana spent to cast it.
, Remove a +1/+1 counter from The Spike Cactus: Put a +1/+1 counter on target creature.
TARGET
Flying
Other Birds you control get +1/+1.
, : Create a Birds of Paradise token.
If The Paradise Bird is your commander, your deck can include cards of any color identity.
At the beginning of combat on your turn, choose one —
• Target creature gets +1/+0 and gains haste until end of turn.
• The Wiley Speedster deals 1 damage to any target.
• Create a Treasure token.
Protection from red
When this creature enters, it deals 4 damage to any target and 2 damage to you.
, , Sacrifice this creature: You gain 3 life.
When Mijo enters, create a colorless Equipment artifact token named Rock with "Equipped creature has ", : Sacrifice Rock: This creature deals 2 damage to any target." and equip .
From Downtown — If a source you control would deal exactly 2 damage to a permanent or player, it deals 3 damage instead.
Whenever you cast a LOUD spell, draw a card. (A LOUD spell has mana value 5 or greater or has three or more words in its name.)
Flash
If an opponent would create a treasure token beyond the first one they create each turn, instead you draw a card.
All creatures lose all abilities and become green Elk creatures with base power and toughness 3/3. (This effect lasts indefinitely. Just like Oko. Unfortunately.)
If The Covert Blue Mage is your commander, your starting deck can contain any number of cards beyond the maximum deck size. (For example, your deck can be 120 cards.)
When The Covert Blue Mage enters, create a colorless Equipment artifact token named Covert Sunglasses. It has "Equipped creature can't be blocked" and equip .
Whenever you cast a spell with a keyword or ability word, if it doesn't share a keyword or ability word with a permanent you control or a card in your graveyard, draw a card. (Keywords and ability words include abilities like flying, flashback, and landfall.)
Each player votes for yeah or nah. If yeah gets the most votes or is tied for the most votes, each player copies target spell. If nah gets the most votes, counter that spell.
Fuse (You may cast one or both halves of this card from your hand.)
Split second
Target spell resolves. (It just happens right now.)
Fuse (You may cast one or both halves of this card from your hand.)
Creatures opponents control entering the battlefield don't cause backup abilities to trigger.
At the beginning of your combat step, detain target creature with backup or vehicle an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
When Fioran Reformist enters the battlefield, if a player is the monarch, get rid of the monarchy.
Democracy is in effect until Fioran Reformist leaves the battlefield. (At the beginning of each player's end step, if they control more creatures than each other player, they draw a card. Players can't become the monarch.)
When Ratatwotwo enters the battlefield, create a Chef Role token attached to up to one other target creature you control. (Enchanted creature gets +1/+1 and has "Whenever this creature attacks, create a Food token.")
Whenever a creature you control enchanted by a Chef Role attacks or blocks, it gets +X/+X until end of turn, where X is Ratatwotwo's power.
Whenever you cast a playtest card, draw a card. This ability triggers only once each turn.
Other creatures you control enter the battlefield as a copy of Thraben Inspector. (They're 1/2s with "When this creature enters the battlefield, investigate".)
, Sacrifice The Inspector Inspector: Draw a card.
Whenever an opponent casts a spell, you may draw a card unless that player pays .
Whenever The Tokenator attacks, you get two token counters. Then create a creature token with the color(s) and creature type of your choice. Its power and toughness are any combination equal to the number of token counters you have. (For example, if you have four token counters, it can be a 0/4, 1/3, 2/2, 3/1, or, if you're really sure, 4/0.)
All creatures are legendary.
Creatures with a black or silver expansion symbol get +1/+1.
Creatures without a black or silver expansion symbol get +2/+2.
Double strike, vigilance, haste
Whenever The Herald of Numot deals combat damage to a player, create a Numot, the Devastator token card and shuffle it into your library.
Numot, the Devastators you control have vigilance and haste, and the "legend rule" doesn't apply to them.
You can sacrifice creatures and artifacts interchangeably. (If an effect asks you to sacrifice one of them, you can sacrifice either.)
, , Sacrifice another artifact or creature: Put a rebuilding counter on Slobad.
, Remove 3 Rebuilding Counters from Slobad: Create a token that's a copy of Bosh, Iron Golem.
Grumpy Co-play — When The Egotistical Velociraptor enters the battlefield, if you cast it, you may choose another Magic player not currently in a game of Magic and ask them to take over your game until the end of your next turn. If they agree, shuffle your hand into your library, draw four cards and gain 4 life. (You can't give them advice, but witty banter is encouraged.)
When The Keeper of Kaldra enters the battlefield, if it's the first time this ability has resolved this game, add Helm of Kaldra, Shield of Kaldra, and Sword of Kaldra as your companions. (You can pay to put one into your hand from outside the game, once each. Use tokens to represent those cards.)
Creatures you control named Kaldra have hexproof.
Whenever the The Caffeinated Runner enters or attacks, create a Food token.
Sacrifice a Food: Target creature gains haste until end of turn. Whenever it next becomes tapped this turn, untap it.
Ready to run (You can have two commanders if both have ready to run.)
If it's neither day nor night, it becomes day as The Weekly Princess enters. (It becomes night next turn if a player casts no spells on their turn, and day if a player casts 2+ spells on their turn.)
Whenever night becomes day, put a +1/+1 counter on The Weekly Princess. Then if she has seven or more +1/+1 counters on her, she deals damage equal to her power to each opponent.
When The Weekly Princess leaves the battlefield, it stops being day or night. (Stop tracking it. Trust us, it's better this way.)
Islandwalk, swampwalk (This creature can't be blocked if defending player controls an Island or a Swamp)
Whenever The Milling Runner deals combat damage to a player, target player mills three cards.
Ready to run (You can have two commanders if both have ready to run.)
Before the game begins, if The Fifth Alias is your commander or in your deck, secretly make a list of five nonland cards in your deck. (Don't forget to do this!)
As you draw a card on your list, you may reveal it, show it was on the list, and exclaim its name. If you do, cast it without paying its mana cost.
At the beginning of your first main phase, read aloud the name, mana cost, type line, power, and toughness of a card in your hand, except lie about one of them. Each opponent simultaneously guesses which one is incorrect. Then reveal the card. Each opponent who guessed incorrectly loses 3 life. You may discard that card and draw a card. (They can't look it up or ask for help as this ability is resolving. Nice try, though.)
Start your engines!
Gomif's power is equal to your speed.
Your speed can increase beyond 4. (You're still at max speed at 4 or greater.)
At the beginning of your end step, if an opponent lost life this turn, you may draw cards equal to your speed. If you do, discard two cards.
If you would guess a card, instead just choose the outcome you want.
At the beginning of each opponent's upkeep, look at the top card of their library. Tell them the name of that card. They tell you its mana cost, type line, power, and toughness. Then reveal that card. If they got anything wrong, draw a card.