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Jeweled Lotus
Commander Legends
(M)
Collector #: 319
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Artifact
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, Sacrifice Jeweled Lotus: Add three mana of any one color. Spend this mana only to cast your commander. | |
Commander's Plate
Commander Legends
(M)
Collector #: 305
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Artifact - Equipment
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Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander Equip |
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Vampiric Tutor
Commander Legends
(M)
Collector #: 156
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Instant
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Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. | |
Apex Devastator
Commander Legends
(M)
Collector #: 217
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10/10 Creature - Chimera Hydra
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Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Multiple instances of cascade each trigger separately.) | |
Vault of Champions
Commander Legends
(R)
Collector #: 360
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Land
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Vault of Champions enters the battlefield tapped unless you have two or more opponents. : Add or . |
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Training Center
Commander Legends
(R)
Collector #: 358
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Land
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Training Center enters the battlefield tapped unless you have two or more opponents. : Add or . |
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Spectator Seating
Commander Legends
(R)
Collector #: 356
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Land
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Spectator Seating enters the battlefield tapped unless you have two or more opponents. : Add or . |
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Mana Drain
Commander Legends
(M)
Collector #: 080
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Instant
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Counter target spell. At the beginning of your next main phase, add an amount of to your mana pool equal to that spell's converted mana cost. | |
Scroll Rack
Commander Legends
(M)
Collector #: 337
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Artifact
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, : Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order. | |
Hellkite Courser
Commander Legends
(M)
Collector #: 183
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6/5 Creature - Dragon
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Flying When Hellkite Courser enters the battlefield, you may put a commander you own from the command zone onto the battlefield. It gains haste. Return it to the command zone at the beginning of the next end step. |
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Undergrowth Stadium
Commander Legends
(R)
Collector #: 359
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Land
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Undergrowth Stadium enters the battlefield tapped unless you have two or more opponents. : Add or . |
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Rings of Brighthearth
Commander Legends
(R)
Collector #: 335
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Artifact
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Whenever you activate an ability, if it isn't a mana ability, you may pay . If you do, copy that ability. You may choose new targets for the copy. | |
Fyndhorn Elves
Commander Legends
(C)
Collector #: 228
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1/1 Creature - Elf Druid
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: Add . | |
Kodama of the East Tree
Commander Legends
(R)
Collector #: 239
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6/6 Legendary Creature - Spirit
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Reach Whenever another permanent enters the battlefield under your control, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser converted mana cost from your hand onto the battlefield. Partner (You can have two commanders if both have partner.) |
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Three Visits
Commander Legends
(U)
Collector #: 261
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Sorcery
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Search your library for a Forest card, put that card onto the battlefield, then shuffle your library. | |
Akroma, Vision of Ixidor
Commander Legends
(M)
Collector #: 002
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6/6 Legendary Creature - Angel
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Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner |
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Opposition Agent
Commander Legends
(R)
Collector #: 141
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3/2 Creature - Human Rogue
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Flash You control your opponents while they're searching their libraries. While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them. |
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Akroma's Will
Commander Legends
(R)
Collector #: 003
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Instant
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Choose one. If you control a commander as you cast this spell, you may choose both.
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Sakashima of a Thousand Faces
Commander Legends
(M)
Collector #: 089
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3/1 Legendary Creature - Human Rogue
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You may have Sakashima of a Thousand Faces enter the battlefield as a copy of another creature you control, except it has Sakashima of a Thousand Face's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.) |
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Jeska's Will
Commander Legends
(R)
Collector #: 187
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Sorcery
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Choose one. If you control a commander as you cast this spell, you may choose both.
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Sigarda's Aid (Commander Deck)
Commander Legends
(R)
Collector #: 384
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Enchantment
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You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control. |
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Court of Ambition
Commander Legends
(R)
Collector #: 114
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Enchantment
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When Court of Ambition enters the battlefield, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards. |
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Court of Cunning
Commander Legends
(R)
Collector #: 063
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Enchantment
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When Court of Cunning enters the battlefield, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.) |
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Rejuvenating Springs
Commander Legends
(R)
Collector #: 354
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Land
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Rejuvenating Springs enters the battlefield tapped unless you have two or more opponents. : Add or . |
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Wheel of Misfortune
Commander Legends
(R)
Collector #: 211
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Sorcery
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Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards. | |