Commander Legends card-specific Notes: new cards 


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Commander Legends card-specific Notes: new cards

 

Abomination of Llanowar
{1}{B}{G}
Legendary Creature — Elf Horror
*/*
Vigilance; menace (This creature can’t be blocked except by two or more creatures.)
Abomination of Llanowar’s power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.

· The ability that defines Abomination of Llanowar’s power and toughness applies in all zones, not just the battlefield.

· As long as Abomination of Llanowar is on the battlefield (and still an Elf) or in your graveyard, its ability will count itself.

 

Akroma, Vision of Ixidor
{5}{W}{W}
Legendary Creature — Angel
6/6
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

· A creature with more than one of the listed keyword gets +1/+1 for each of those keywords it has.

· A creature with more than one instances of one of the listed keywords gets just +1/+1 for that keyword. Similarly, if a creature has multiple variants of the same keyword (e.g. protection from black and from red), it gets just +1/+1 for that keyword.

· Which creatures are affected and the size of their individual bonuses is determined only as Akroma’s triggered ability resolves. Gaining or losing keywords after that time won’t cause a creature to grow or shrink.

 

Alena, Kessig Trapper
{4}{R}
Legendary Creature — Human Scout
4/3
First strike
{T}: Add an amount of {R} equal to the greatest power among creatures you control that entered the battlefield this turn.
Partner (You can have two commanders if both have partner.)

· Alena’s activated ability is a mana ability. It doesn’t use the stack and can’t be responded to. Players can’t attempt to change a creature’s power in response to it.

· Creatures that are no longer on the battlefield won’t be considered for Alena’s mana ability, even if they entered that turn.

· A creature you control that entered the battlefield as a noncreature permanent and/or under another player’s control will be counted for Alena’s mana ability.

 

Alharu, Solemn Ritualist
{4}{W}
Legendary Creature — Human Monk
3/3
When Alharu, Solemn Ritualist enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying.
Partner (You can have two commanders if both have partner.)

· You create just one Spirit token, not one for each +1/+1 counter that was on the creature that died.

· If a creature you control with a +1/+1 counter on it dies at the same time as Alharu, Alharu’s ability triggers for that creature.

· If Alharu has a +1/+1 counter on it and dies, its ability triggers for itself.

 

Amareth, the Lustrous
{3}{G}{W}{U}
Legendary Creature — Dragon
6/6
Flying
Whenever another permanent enters the battlefield under your control, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.

· Card types that can appear on permanents and cards in a library include artifact, creature, enchantment, land, planeswalker. Instant and sorcery are card types, but they can’t appear on permanents. Legendary, basic, and snow are supertypes, not card types; Dragon and Pirate are subtypes, not card types.

 

Amphin Mutineer
{3}{U}
Creature — Salamander Pirate
3/3
When Amphin Mutineer enters the battlefield, exile up to one target non-Salamander creature. That creature’s controller creates a 4/3 blue Salamander Warrior creature token.
Encore {4}{U}{U} ({4}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· If the target non-Salamander creature is an illegal target by the time Amphin Mutineer’s ability tries to resolve, the ability doesn’t resolve. No player creates a Salamander Warrior token.

 

Anara, Wolvid Familiar
{3}{G}
Legendary Creature — Wolf Beast
4/4
As long as it’s your turn, commanders you control have indestructible. (Effects that say “destroy” don’t destroy them. A creature with indestructible can’t be destroyed by damage.)
Partner (You can have two commanders if both have partner.)

· If Anara is your commander, its first ability affects itself during your turn.

· Anara’s first ability affects commanders you control even if you don’t own them. It doesn’t affect your commander if another player controls it.

· Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a commander you control may become lethal if Anara leaves the battlefield during that turn.

 

Anointer of Valor
{5}{W}
Creature — Angel
3/5
Flying
Whenever a creature attacks, you may pay {3}. When you do, put a +1/+1 counter on that creature.

· Anointer of Valor’s triggered ability triggers when any creature attacks any player or planeswalker.

· If you choose to pay {3}, a second triggered ability triggers. Players may respond to that reflexive triggered ability before the +1/+1 counter is put on the creature.

· You can’t pay {3} more than once to put more than one +1/+1 counter on the attacking creature.

 

Apex Devastator
{8}{G}{G}
Creature — Chimera Hydra
10/10
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.)

· Each instance of cascade triggers and resolves separately. The spell you cast due to the first cascade ability will go on the stack on top of the second, third, and fourth cascade abilities. That spell will resolve before you exile cards for the second cascade ability. The spell you cast for the second will resolve before you exile cards for the third, and so on.

· Each of Apex Devastator’s four cascade abilities will look for a nonland card with converted mana cost less than 10 (Apex Devastator’s converted mana cost). This doesn’t change even if one or more of the spells you cast because of those cascade abilities has cascade itself. Each of those additional cascade abilities, if any, will refer to the converted mana cost of the spell that caused it to trigger. In other words, each cascade ability cares only about the spell that caused it to trigger, the stack can get messy, and we wish you luck.

 

Araumi of the Dead Tide
{1}{U}{B}
Legendary Creature — Merfolk Wizard
1/4
{T}, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· If the creature card has {X} in its mana cost, you can choose any value for X, but the value you choose won’t apply to the tokens that are created. X will be 0 for those tokens.

 

Archelos, Lagoon Mystic
{1}{B}{G}{U}
Legendary Creature — Turtle Shaman
2/4
As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped.
As long as Archelos is untapped, other permanents enter the battlefield untapped.

· Archelos’s abilities don’t apply to itself as it enters the battlefield, nor do they apply to any permanents entering the battlefield at the same time.

· If another replacement effect says that a permanent enters the battlefield tapped while Archelos is untapped, the entering permanent’s controller chooses whether the permanent enters tapped or untapped. If a permanent is simply put onto the battlefield tapped without a replacement effect being applied, it always enters untapped if Archelos is untapped.

· If more than one Archelos is on the battlefield, the controller of an entering permanent chooses how to order the replacement effects.

 

Archon of Coronation
{4}{W}{W}
Creature — Archon
5/5
Flying
When Archon of Coronation enters the battlefield, you become the monarch.
As long as you’re the monarch, damage doesn’t cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)

· While Archon of Coronation’s last ability applies, damage dealt to you still has all effects other than causing you to lose life. For example, abilities that trigger on that damage being dealt still trigger; if the source has lifelink, its controller still gains life; and so on.

· Combat damage dealt to you by a commander is still tracked, even if it didn’t cause you to lose life.

 

Ardenn, Intrepid Archaeologist
{2}{W}
Legendary Creature — Kor Scout
2/2
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player.
Partner (You can have two commanders if both have partner.)

· You choose which Auras and Equipment to move as Ardenn’s ability resolves. Players can’t take actions between the time you choose what to move and the time they’re attached to the target permanent or player.

· Other players and permanents controlled by other players can be targeted by Ardenn’s ability. This can cause Equipment under your control to be attached to a creature an opponent controls. Auras and Equipment that say “you” still refer to you, as you still control them. Ardenn’s ability can’t cause an Aura or Equipment to be attached to something it couldn’t be attached to.

 

Armix, Filigree Thrasher
{2}{B}
Legendary Artifact Creature — Golem
3/2
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard.
Partner (You can have two commanders if both have partner.)

· Armix’s ability goes on the stack without a target. While that ability is resolving, you may discard a card. If you do, a second ability triggers and you pick one target to get -X/-X. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after you’ve discarded a card but before the creature gets -X/-X.

· While resolving Armix’s ability, you can’t discard more than one card to give more than one creature -X/-X.

· The value of X is determined only as Armix’s ability resolves. Once that happens, the value of X won’t change later in the turn, even if the number of artifacts in your graveyard and under your control changes.

· If the discarded card is an artifact card, it will be counted as you determine the value of X, provided it’s still in the graveyard or, optimistically, on the battlefield under your control at that time.

· If a creature is attacking a planeswalker, that planeswalker’s controller is the defending player.

 

Armored Skyhunter
{3}{W}
Creature — Cat Knight
3/3
Flying
Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.

· An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, you can’t choose to put it onto the battlefield at all.

 

Aurora Phoenix
{4}{R}{R}
Creature — Phoenix
5/3
Flying
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.)
Whenever you cast a spell with cascade, return Aurora Phoenix from your graveyard to your hand.

· Aurora Phoenix’s last ability triggers only if it’s in your graveyard immediately after you finish casting the spell with cascade.

· An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

· The cascade ability of the spell you cast and Aurora Phoenix’s return ability can be put on the stack in either order. If you return Aurora Phoenix to your hand first, you do so before exiling any cards for the cascade ability. If the cascade ability resolves first, the spell you cast because of that cascade ability will resolve before you return Aurora Phoenix to your hand. Either way, this all happens before the original spell with cascade resolves.

 

Averna, the Chaos Bloom
{G}{U}{R}
Legendary Creature — Elemental Shaman
4/2
As you cascade, you may put a land card from among the exiled cards onto the battlefield tapped. (Do this after the last card is exiled but before deciding whether to cast a nonland card.)

· Averna’s ability isn’t the same as playing a land. You may do this even if you’ve already played a land during your turn and even if it isn’t your turn at all.

· If you don’t cast the nonland card you reveal, or if you don’t reveal any nonland cards with lesser converted mana cost, you can still put a land card onto the battlefield before you finish cascading.

 

Azure Fleet Admiral
{3}{U}
Creature — Human Pirate
3/3
When Azure Fleet Admiral enters the battlefield, you become the monarch.
Azure Fleet Admiral can’t be blocked by creatures the monarch controls.

· Azure Fleet Admiral’s last ability normally means that it can’t be blocked while attacking the monarch or a planeswalker the monarch controls. In some variants with shared team turns, such as Two-Headed Giant, creatures controlled by the monarch’s teammate can block Azure Fleet Admiral, even if it’s attacking the monarch.

 

Belbe, Corrupted Observer
{B}{G}
Legendary Creature — Zombie Elf
2/2
At the beginning of each player’s postcombat main phase, that player adds {C}{C} for each of your opponents who lost life this turn. (Damage causes loss of life.)

· If an opponent lost life and subsequently lost the game, Belbe’s triggered ability still counts that player to determine how much mana to add.

· If an effect creates an additional combat phase in a turn, it may also create an additional main phase after that combat phase. Belbe’s ability triggers at the beginning of each of these postcombat main phases.

· If an opponent loses life before their own postcombat main phase, Belbe will reward their suffering with mana.

 

Bell Borca, Spectral Sergeant
{2}{R}{W}
Legendary Creature — Spirit Soldier
*/5
Note the converted mana cost of each card as it’s put into exile.
Bell Borca, Spectral Sergeant’s power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.

· Bell Borca notes converted mana costs only if it’s on the battlefield as a card is put into exile.

· Look at the card in exile, not its previous zone, to determine its converted mana cost.

· If a card in exile has {X} in its mana cost, X is considered to be 0.

· While not on the battlefield, and before any cards are noted for it each turn, Bell Borca’s power is 0.

· You must follow the normal timing permissions and restrictions for the card exiled by Bell Borca’s last ability. If it’s a land, you can’t play it unless you have land plays available.

· You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.

· If you don’t play the exiled card, it remains exiled.

 

Benevolent Blessing
{1}{W}
Enchantment — Aura
Flash
Enchant creature
As Benevolent Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn’t remove Auras and Equipment you control that are already attached to it.

· The protection ability granted to the enchanted creature won't remove Benevolent Blessing itself, any Auras you control that became attached to the enchanted creature at the same time as Benevolent Blessing, or any Auras you control that were already attached to the enchanted creature as Benevolent Blessing became attached.

 

Biowaste Blob
{2}{G}{G}
Creature — Ooze
0/0
Oozes you control get +1/+1.
At the beginning of your upkeep, if you control a commander, create a token that’s a copy of Biowaste Blob.

· Biowaste Blob’s first ability affects itself.

· Biowaste Blob’s second ability doesn’t trigger if you don’t control a commander immediately as your upkeep begins. Players can’t choose to take actions during your turn before your upkeep begins. If you don’t control a commander when the trigger resolves, it won’t create a token. These don’t have to be the same commander at both times, however, and it doesn’t have to be your commander.

· The token copy will have Biowaste Blob’s abilities, including the ability to create token copies of itself.

· The token copy won’t copy counters or damage marked on Biowaste Blob, nor will it copy other effects that have changed Biowaste Blob’s power, toughness, types, color, and so on. Normally, this means the token will simply be a Biowaste Blob, but if any copy effects have affected the original Biowaste Blob, the token will take those into account.

· If Biowaste Blob leaves the battlefield before its triggered ability resolves, the token will still enter the battlefield as a copy of Biowaste Blob, using Biowaste Blob’s copiable values from when it was last on the battlefield.

 

Bladegriff Prototype
{5}
Artifact Creature — Griffin
3/2
Flying
Whenever Bladegriff Prototype deals combat damage to a player, destroy target nonland permanent of that player’s choice that one of your opponents controls.

· Even though the player who was dealt damage chooses the target for Bladegriff Prototype’s ability, you are the controller of the ability.

· If an opponent dealt damage by Bladegriff Prototype leaves the game before the triggered ability goes on the stack (most likely because that player’s life total was reduced to 0 or less in combat), you choose another opponent to choose the target permanent.

 

Blim, Comedic Genius
{2}{B}{R}
Legendary Creature — Imp
4/3
Flying
Whenever Blim, Comedic Genius deals combat damage to a player, that player gains control of target permanent you control. Then each player loses life and discards cards equal to the number of permanents they control but don’t own.

· You choose which permanent the player gains control of, not the player who was dealt damage.

· The player who was dealt damage can’t refuse your generous gift. That would be rude.

· If the target permanent you control is an illegal target by the time Blim’s ability tries to resolve, the ability doesn’t resolve. The other player doesn’t gain control of your permanent, and no one loses life or discards cards.

· Players lose life and discard cards for all permanents they control but don’t own, not just the ones they received from you.

· The control-change effect of Blim’s ability lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Blim leaves the battlefield. In a multiplayer game, it does expire if the current controller leaves the game.

 

Body of Knowledge
{3}{U}{U}
Creature — Avatar
*/*
Body of Knowledge’s power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
Whenever Body of Knowledge is dealt damage, draw that many cards.

· The ability that defines Body of Knowledge’s power and toughness applies in all zones, not just the battlefield.

· As long as Body of Knowledge is in your hand, its ability will count itself.

· Creatures may be dealt damage greater than their toughness. For example, if Body of Knowledge is a 3/3 creature and a source deals 5 damage to it, you’ll draw five cards. Note that if Body of Knowledge is dealt lethal damage, it dies before the cards are drawn, meaning they won’t raise Body of Knowledge’s toughness in time to save it.

 

Breeches, Brazen Plunderer
{3}{R}
Legendary Creature — Goblin Pirate
3/3
Menace
Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents’ libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells.
Partner (You can have two commanders if both have partner.)

· You’ll exile a card from each opponent who was dealt damage, not from all of your opponents.

· You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can’t play it unless you have land plays available.

· You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.

· If you don’t play one of the exiled cards, it remains exiled. It won’t be available to be played on future turns.

· In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Breeches’s brazen thievery are exiled.

 

Brinelin, the Moon Kraken
{6}{U}{U}
Legendary Creature — Kraken
6/8
When Brinelin, the Moon Kraken enters the battlefield or whenever you cast a spell with converted mana cost 6 or greater, you may return target nonland permanent to its owner’s hand.
Partner (You can have two commanders if both have partner.)

· For spells with {X} in their mana costs, use the value chosen for X to determine the spell’s converted mana cost.

· An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

 

Coastline Marauders
{2}{R}
Creature — Human Pirate
0/3
Trample
Whenever Coastline Marauders attacks, it gets +1/+0 until end of turn for each land defending player controls.
Encore {4}{R}{R} ({4}{R}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· The bonus Coastline Marauders receives is determined by the player it’s attacking. Lands controlled by other defending players won’t be counted.

· If Coastline Marauders is attacking a planeswalker, that planeswalker’s controller is the defending player.

 

Coercive Recruiter
{4}{R}
Creature — Orc Pirate
4/3
Whenever Coercive Recruiter or another Pirate enters the battlefield under your control, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.

· Coercive Recruiter’s ability can target any creature, even one that’s untapped or one you already control. It can even target itself or the creature that caused the ability to trigger.

· Gaining control of a creature doesn’t cause you to gain control of any Auras or Equipment attached to it.

 

Colfenor, the Last Yew
{3}{W}{B}{G}
Legendary Creature — Treefolk Shaman
3/7
Vigilance, reach
Whenever Colfenor, the Last Yew or another creature you control dies, return up to one other target creature card with lesser toughness from your graveyard to your hand.

· Use the toughness of the dying creature as it last existed on the battlefield and the toughness of the creature cards in your graveyard to determine which of those cards are legal targets.

· If Colfenor dies at the same time as another creature you control, its last ability triggers for each of them.

· Colfenor’s last ability can’t target the creature card whose death caused the ability to trigger, but if two or more creatures die at the same time, each can be the target of the ability caused by one of the others.

 

Commander’s Plate
{1}
Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that’s not in your commander’s color identity.
Equip commander {3}
Equip {5}

· If your commander is a card that has no colors in its color identity, Commander’s Plate grants protection from all colors.

· If you have two commanders, Commander’s Plate grants protection from each color not in your two commanders’ combined color identity.

· If you have no commander, Commander’s Plate grants no protection abilities. The equipped creature still gets +3/+3.

 

Court of Ambition
{2}{B}{B}
Enchantment
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.

· As Court of Ambition’s second ability resolves, first the next opponent in turn order chooses whether they are discarding or not. If they are, they choose a card without revealing it (or two cards without revealing them, if you’re the monarch), then each other opponent in turn order does the same. Then each chosen card is discarded simultaneously, and finally each player who couldn’t or didn’t discard loses the appropriate amount of life.

 

Court of Bounty
{2}{G}{G}
Enchantment
When Court of Bounty enters the battlefield, you become the monarch.
At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you’re the monarch, instead you may put a creature or land card from your hand onto the battlefield.

· Court of Bounty’s ability isn’t the same as playing a land. You may still play a land for the turn if you put a land onto the battlefield with it.

 

Dargo, the Shipwrecker
{6}{R}
Legendary Creature — Giant Pirate
7/5
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs {2} less to cast for each permanent sacrificed this way and {2} less to cast for each other artifact or creature you’ve sacrificed this turn.
Trample
Partner (You can have two commanders if both have partner.)

· Dargo’s first ability can’t reduce its cost below {R}. You can sacrifice any number of artifacts and creatures, even if they won’t reduce Dargo’s cost any further.

· The cost reduction for artifacts and creatures sacrificed earlier in the turn will apply even if you don’t sacrifice any as an additional cost.

· The cost reduction is {2} per sacrificed permanent, whether that permanent was an artifact, a creature, or both.

· To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases (such as the commander tax), then apply any cost reductions (such as that of Dargo’s first ability). Dargo’s converted mana cost is 7, no matter what the total cost to cast it was.

 

Dawnglade Regent
{5}{G}{G}
Creature — Elk
8/8
When Dawnglade Regent enters the battlefield, you become the monarch.
As long as you’re the monarch, permanents you control have hexproof.

· Dawnglade Regent’s second ability applies to itself while you’re the monarch.

 

Elvish Doomsayer
{1}{B}
Creature — Elf Shaman
1/1
When Elvish Doomsayer dies, each opponent discards a card.

· As Elvish Doomsayer’s ability resolves, first the next opponent in turn order chooses a card without revealing it, then each other opponent in turn order does the same. Then each chosen card is discarded simultaneously.

 

Elvish Dreadlord
{3}{B}{B}
Creature — Zombie Elf
3/3
Deathtouch
When Elvish Dreadlord dies, non-Elf creatures get -3/-3 until end of turn.
Encore {5}{B}{B} ({5}{B}{B}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· Elvish Dreadlord’s middle ability affects only creatures on the battlefield that aren’t Elves at the time it resolves. Non-Elf creatures that enter the battlefield later in the turn won’t get -3/-3.

 

Emberwilde Captain
{3}{R}
Creature — Djinn Pirate
4/2
When Emberwilde Captain enters the battlefield, you become the monarch.
Whenever an opponent attacks you while you’re the monarch, Emberwilde Captain deals damage to that player equal to the number of cards in their hand.

· Emberwilde Captain’s last ability triggers once for each player who attacks you, no matter how many creatures they attack with beyond the first.

· Emberwilde Captain’s last ability won’t trigger if an opponent attacks only planeswalkers you control and not you.

· If another player becomes the monarch after Emberwilde Captain’s last ability triggers but before it resolves, the ability will resolve as normal. The player who attacked you will be dealt damage, even if that player was the one who became the monarch.

 

Esior, Wardwing Familiar
{1}{U}
Legendary Creature — Bird
1/3
Flying
Spells your opponents cast that target one or more commanders you control cost {3} more to cast.
Partner (You can have two commanders if both have partner.)

· To determine the total cost of an opponent’s spell that targets a commander you control, start with the mana cost or alternative cost that player is paying, add any cost increases (such as that of Esior’s middle ability), then apply any cost reductions. The converted mana cost of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

· Spells that target more than one commander you control cost only {3} more to cast.

 

Explosion of Riches
{5}{R}
Sorcery
Draw a card, then each other player may draw a card. Whenever a card is drawn this way, Explosion of Riches deals 5 damage to target opponent chosen at random from among your opponents.

· Explosion of Riches goes on the stack without a target. While the spell is resolving, you draw a card, then each other player in turn order chooses whether to draw a card. After that, each other player who chose to draw a card does so. Finally, Explosion of Riches’s reflexive triggered ability triggers for each card drawn while it was resolving, and those abilities are put on the stack with random targets chosen.

 

Fall from Favor
{2}{U}
Enchantment — Aura
Enchant creature
When Fall from Favor enters the battlefield, tap enchanted creature and you become the monarch.
Enchanted creature doesn’t untap during its controller’s untap step unless that player is the monarch.

· If the target creature is an illegal target by the time Fall from Favor tries to resolve, it doesn’t resolve. It won’t enter the battlefield, so its enters-the-battlefield ability won’t trigger.

 

Fathom Fleet Swordjack
{3}{R}
Creature — Orc Pirate
4/3
Whenever Fathom Fleet Swordjack attacks, it deals damage to the player or planeswalker it’s attacking equal to the number of artifacts you control.
Encore {5}{R} ({5}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· If Fathom Fleet Swordjack leaves the battlefield after its triggered ability triggers but before it resolves, the ability will resolve as normal. The player or planeswalker it was attacking will be dealt damage. On the other hand, if it remains on the battlefield but leaves combat before its triggered ability resolves, no player or planeswalker is dealt damage.

 

Feast of Succession
{4}{B}{B}
Sorcery
All creatures get -4/-4 until end of turn. You become the monarch.

· You can cast Feast of Succession to become the monarch while no creatures are on the battlefield.

· Feast of Succession affects only creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won’t get -4/-4.

 

Fin-Clade Fugitives
{5}{G}
Creature — Elf Salamander Rogue
7/4
Fin-Clade Fugitives can’t be blocked by creatures with power 2 or less.
Encore {4}{G} ({4}{G}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· Once a creature with power 3 or greater has blocked this creature, changing the power of the blocking creature won’t cause this creature to become unblocked.

 

Flamekin Herald
{2}{R}
Creature — Elemental Wizard
3/2
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser converted mana cost. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)

· Once you announce that you’re casting a commander spell, players can’t take action until you’ve finished casting it. Causing Flamekin Herald to leave the battlefield after the spell has been cast won’t stop its cascade ability from resolving.

· In some unusual situations, you may lose control of Flamekin Herald during the process of casting a commander spell. In those situations, the commander spell won’t have cascade.

 

Forceful Denial
{3}{U}{U}
Instant
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.)
Counter target spell.

· You can’t cast Forceful Denial targeting itself just to cascade.

 

Frenzied Saddlebrute
{4}{R}
Creature — Orc Warrior
5/4
Haste
All creatures can attack your opponents and planeswalkers your opponents control as though those creatures had haste.

· Frenzied Saddlebrute doesn’t cause any creatures to gain haste. It just allows all creatures (including those you don’t control) to attack as though they had haste if they’re attacking your opponents or their planeswalkers.

 

Ghen, Arcanum Weaver
{R}{W}{B}
Legendary Creature — Human Wizard
2/3
{R}{W}{B}, {T}, Sacrifice an enchantment: Return target enchantment card from your graveyard to the battlefield.

· Because targets are chosen before costs are paid (such as the cost of sacrificing an enchantment), Ghen’s ability can’t target the enchantment you intend to sacrifice to activate its ability.

· An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in your graveyard.

 

Ghost of Ramirez DePietro
{2}{U}
Legendary Creature — Spirit Pirate
2/3
Ghost of Ramirez DePietro can’t be blocked by creatures with toughness 3 or greater.
Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner’s hand.
Partner (You can have two commanders if both have partner.)

· Once a creature with toughness 2 or less has blocked this creature, changing the toughness of the blocking creature won’t cause this creature to become unblocked.

· The middle ability can’t target cards that were discarded on previous turns or put into the graveyard from a library on previous turns.

 

Gilanra, Caller of Wirewood
{2}{G}
Legendary Creature — Elf Druid
1/2
{T}: Add {G}. When you spend this mana to cast a spell with converted mana cost 6 or greater, draw a card.
Partner (You can have two commanders if both have partner.)

· An ability that triggers when a player spends mana to cast a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

· If an effect causes Gilanra’s ability to produce more than one mana (such as that of Mana Reflection), the delayed triggered ability will be created for each of those mana, and you’ll draw a card each time one of those mana is spent to cast a spell with converted mana cost 6 or greater. If you spend two of those mana to cast a single spell with converted mana cost 6 or greater, you’ll draw two cards.

· For a spell with {X} in its mana cost, use the value chosen for X to determine the spell’s converted mana cost.

 

Glacian, Powerstone Engineer
{5}{U}
Legendary Creature — Human Artificer
3/6
{T}, Tap X untapped artifacts you control: Look at the top X cards of your library. Put one of those cards into your hand and the rest into your graveyard.
Partner (You can have two commanders if both have partner.)

· You may tap any untapped artifacts you control, including artifact creatures that haven’t been under your control continuously since the beginning of your most recent turn.

· Tapping an Equipment doesn’t cause it to stop affecting the creature it equips.

 

Gnostro, Voice of the Crags
{1}{U}{R}{W}
Legendary Creature — Chimera
3/3
{T}: Choose one. X is the number of spells you’ve cast this turn.
• Scry X.
• Gnostro, Voice of the Crags deals X damage to target creature.
• You gain X life.

· The value of X is determined as Gnostro’s ability resolves.

 

Gor Muldrak, Amphinologist
{1}{G}{U}
Legendary Creature — Human Scout
3/2
You and permanents you control have protection from Salamanders.
At the beginning of your end step, each player who controls the fewest creatures creates a 4/3 blue Salamander Warrior creature token.

· Gor Muldrak’s first ability affects itself.

· Gor Muldrak’s last ability checks how many creatures each player controls as it resolves. If other abilities trigger at the beginning of your end step (such as the delayed triggered ability of an encore ability) you choose the order in which they resolve.

 

Guildless Commons
Land
Guildless Commons enters the battlefield tapped.
When Guildless Commons enters the battlefield, return a land you control to its owner’s hand.
{T}: Add {C}{C}.

· Guildless Commons will return itself to its owner’s hand if you control no other lands when it enters the battlefield or if you choose to return it to its owner’s hand. It’s almost never a good idea to play it on your first turn.

 

Halana, Kessig Ranger
{3}{G}
Legendary Creature — Human Archer
3/4
Reach
Whenever another creature enters the battlefield under your control, you may pay {2}. When you do, that creature deals damage equal to its power to target creature.
Partner (You can have two commanders if both have partner.)

· Halana, Kessig Ranger’s triggered ability goes on the stack without a target. While that ability is resolving, you may pay {2}. If you do, a second ability triggers and you pick a target that will be dealt damage. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after mana is paid but before damage is dealt.

· For the creature that entered the battlefield, use its power as Halana’s reflexive triggered ability resolves to determine how much damage is dealt. If it’s no longer on the battlefield at that time, use its power as it last existed on the battlefield.

 

Hamza, Guardian of Arashin
{4}{G}{W}
Legendary Creature — Elephant Warrior
5/5
This spell costs {1} less to cast for each creature you control with a +1/+1 counter on it.
Creature spells you cast cost {1} less to cast for each creature you control with a +1/+1 counter on it.

· To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Hamza, Guardian of Arashin). The total cost is locked in before any costs are paid. The converted mana cost of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

· Once you announce you’re casting a creature spell, no player may take actions until the spell has been paid for. Notably, opponents can’t try to change the number of creatures you control with +1/+1 counters.

· Hamza’s first ability affects only generic mana costs. It can’t reduce the total cost to cast the spell below {G}{W}.

 

Hans Eriksson
{2}{R}{G}
Legendary Creature — Human Scout
1/4
Whenever Hans Eriksson attacks, reveal the top card of your library. If it’s a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.

· The defending player is the player Hans Eriksson is attacking or the controller of the planeswalker Hans Eriksson is attacking.

· Putting a creature card onto the battlefield this way causes a second reflexive triggered ability to trigger. Players may respond to this ability before it resolves.

· If the creature card you put onto the battlefield isn’t on the battlefield or isn’t a creature as the reflexive triggered ability resolves, neither that creature nor Hans will deal or be dealt damage. The same is true if Hans isn’t on the battlefield or isn’t a creature at that time.

 

Hellkite Courser
{4}{R}{R}
Creature — Dragon
6/5
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.

· Putting your commander onto the battlefield this way isn’t the same as casting that commander. The “commander tax” won’t increase.

· You’ll return the commander to the command zone only if it’s still on the battlefield as the delayed triggered ability resolves. If it’s in another zone, it will stay where it is.

 

Horizon Stone
{5}
Artifact
If you would lose unspent mana, that mana becomes colorless instead.

· As long as Horizon Stone remains under your control, you’ll retain unspent mana as steps and phases end, although that mana will become colorless. This means you can add mana and spend it during a future step, phase, or turn. Once Horizon Stone leaves your control, you’ll have until the end of the current step or phase to spend the mana before it is lost.

· If unspent mana you have has any restrictions or riders associated with it (for example, if it was produced by Jeweled Lotus), those restrictions or riders remain associated with that mana when it becomes colorless.

 

Hullbreacher
{2}{U}
Creature — Merfolk Pirate
3/2
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It’s an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)

· If multiple replacement effects apply to the same card draw, the player drawing the card chooses the order in which to apply them.

· If you control multiple Hullbreachers while an opponent would draw a card except their first one in their draw step, you’ll create only one Treasure.

 

Ich-Tekik, Salvage Splicer
{4}{G}
Legendary Creature — Human Artificer
1/1
When Ich-Tekik, Salvage Splicer enters the battlefield, create a 3/3 colorless Golem artifact creature token.
Whenever an artifact is put into a graveyard from the battlefield, put a +1/+1 counter on Ich-Tekik and a +1/+1 counter on each Golem you control.
Partner (You can have two commanders if both have partner.)

· Artifact tokens that are destroyed or otherwise die are put into the graveyard before ceasing to exist. They will cause Ich-Tekik’s middle ability to trigger.

· If Ich-Tekik leaves the battlefield before its middle ability resolves, you’ll still put a +1/+1 counter on each Golem you control.

 

Imoti, Celebrant of Bounty
{3}{G}{U}
Legendary Creature — Naga Druid
3/1
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.)
Spells you cast with converted mana cost 6 or greater have cascade.

· Once you announce that you’re casting a spell, players can’t take action until you’ve finished casting it. Causing Imoti, Celebrant of Bounty to leave the battlefield after a spell with converted mana cost 6 or greater has been cast won’t stop that spell’s cascade ability from resolving.

· In some unusual situations, you may lose control of Imoti during the process of casting a spell with converted mana cost 6 or greater. In those situations, that spell won’t have cascade.

· For spells with {X} in their mana costs, use the value chosen for X to determine the spell’s converted mana cost.

 

Ingenuity Engine
{7}
Artifact
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.)
{1}, {T}, Sacrifice an artifact: Return target artifact you control to its owner’s hand.

· Ingenuity Engine can be the target of its own ability. It can be artifact you sacrifice as part of the activation cost. It can even be both, although that will result only in you sacrificing Ingenuity Engine and not returning anything to its owner’s hand.

 

Jared Carthalion, True Heir
{R}{G}{W}
Legendary Creature — Human Warrior
3/3
When Jared Carthalion, True Heir enters the battlefield, target opponent becomes the monarch. You can’t become the monarch this turn.
If damage would be dealt to Jared Carthalion while you’re the monarch, prevent that damage and put that many +1/+1 counters on it.

· If damage that can’t be prevented is dealt to Jared Carthalion while you’re the monarch, the damage is dealt and you’ll simultaneously put that many +1/+1 counters on it, all before the game checks for lethal damage.

· If you’re the monarch and damage would be dealt to Jared Carthalion at the same time combat damage is dealt to you, Jared Carthalion’s last ability will prevent damage and put counters on it before the triggered ability that makes another player the monarch resolves.

· If the first ability resolves but the target opponent can’t become the monarch (perhaps because they also had a Jared Carthalion enter the battlefield earlier in the turn), the current monarch stays the monarch, even if that player is you.

 

Jeska, Thrice Reborn
{2}{R}
Legendary Planeswalker — Jeska
0
Jeska, Thrice Reborn enters the battlefield with a loyalty counter on it for each time you’ve cast a commander from the command zone this game.
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska, Thrice Reborn deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner

· If you cast Jeska, Thrice Reborn and she is your commander, that casting counts for her first ability.

· For a creature affected by Jeska’s second ability, if that creature has trample, only the damage dealt to the defending player is tripled (as long as that player is one of your opponents). For example, say you activate that ability targeting a 5/5 creature with trample, attack one of your opponents with that creature, and that creature is blocked by a 3/3 creature. You could assign 3 damage to the blocking creature and 2 damage to the defending player. If you did, your attacker would deal 3 damage to the blocking creature and 6 damage (2 damage tripled) to the defending player. All of the damage remains combat damage.

· If a creature is targeted by Jeska’s second ability twice, combat damage it would deal one of your opponents is multiplied by nine. Three abilities multiply the damage by twenty-seven, and so on.

 

Jeska’s Will
{2}{R}
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both.
• Add {R} for each card in target opponent’s hand.
• Exile the top three cards of your library. You may play them this turn.

· Jeska’s Will isn’t a mana ability, even if you select the first mode (or both modes). It uses the stack and can be responded to.

· Use the number of cards in the target opponent’s hand as Jeska’s Will resolves to determine how much {R} to add.

· You must follow the normal timing permissions and restrictions for the exiled cards. You can’t play lands this way unless you have land plays available.

· You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.

· Any of the exiled cards you don’t play will remain exiled.

 

Juri, Master of the Revue
{B}{R}
Legendary Creature — Human Shaman
1/1
Whenever you sacrifice a permanent, put a +1/+1 counter on Juri, Master of the Revue.
When Juri dies, it deals damage equal to its power to any target.

· Juri’s first ability doesn’t allow you to sacrifice any permanents. You’ll have to find another way to do that.

· For Juri’s second ability, use its power from when it was last on the battlefield to determine how much damage is dealt. If that power was 0 or less, Juri deals no damage.

 

Kamahl, Heart of Krosa
{6}{G}{G}
Legendary Creature — Human Druid
5/5
At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn.
{1}{G}: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It’s still a land.
Partner (You can have two commanders if both have partner.)

· Only creatures you control at the time Kamahl’s triggered ability resolves will get +3/+3 and gain trample. Creatures that come under your control later in the turn and noncreature permanents that become creatures later in the turn won’t get the bonuses.

· A land that becomes a creature because of Kamahl’s activated ability will retain any other supertypes, card types, subtypes, and abilities it had.

 

Kamahl’s Will
{3}{G}
Instant
Choose one. If you control a commander as you cast this spell, you may choose both.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They’re still lands.
• Choose target creature you don’t control. Each creature you control deals damage equal to its power to that creature.

· A land that becomes a creature because of the first mode will retain any other supertypes, card types, subtypes, and abilities it had.

· If you choose both modes, the effects happen in the listed order. The lands will become 1/1 creatures in time to deal damage to the target of the second mode.

· If some but not all of the targets become illegal, Kamahl’s Will will resolve but have no effect on illegal targets. If the target of the second mode becomes illegal, no damage will be dealt.

 

Kangee, Sky Warden
{3}{W}{U}
Legendary Creature — Bird Wizard
3/3
Flying, vigilance
Whenever Kangee, Sky Warden attacks, attacking creatures with flying get +2/+0 until end of turn.
Whenever Kangee blocks, blocking creatures with flying get +0/+2 until end of turn.

· Only attacking creatures that have flying as the first triggered ability resolves will get the +2/+0. Similarly, only blocking creatures that have flying as second triggered ability resolves will get +0/+2. Giving a creature flying or making it lose flying after that point won’t change the bonus the creature has, if any.

 

Kangee’s Lieutenant
{2}{W}
Creature — Bird Soldier
1/1
Flying
Whenever Kangee’s Lieutenant attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore {5}{W} ({5}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· Only attacking creatures that have flying as Kangee’s Lieutenant’s second ability resolves will get +1/+1. Giving a creature flying or making it lose flying after that point won’t change that bonus, if any.

 

Kediss, Emberclaw Familiar
{1}{R}
Legendary Creature — Elemental Lizard
1/1
Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent.
Partner (You can have two commanders if both have partner.)

· The damage the commander deals as a result of Kediss’s triggered ability isn’t combat damage. It isn’t tracked with combat damage dealt by commanders and won’t cause Kediss’s ability to trigger again.

· Kediss’s triggered ability will trigger if any commander you control deals combat damage to an opponent, not just your commander.

· Kediss’s triggered ability won’t trigger if a commander you control deals combat damage to a planeswalker.

 

Keeper of the Accord
{3}{W}
Creature — Human Soldier
3/4
At the beginning of each opponent’s end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent’s end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle your library.

· Both triggered abilities trigger at the same time. You may put them on the stack in either order.

· If the opponent doesn’t control more creatures than you as their end step begins, the first ability won’t trigger. The same is true for lands and the second ability. Each of those abilities will check again when it tries to resolve. If the opponent no longer controls more creatures (or lands) than you, the ability won’t resolve and will have no effect.

 

Kodama of the East Tree
{4}{G}{G}
Legendary Creature — Spirit
6/6
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.)

· If a permanent or a permanent card in your hand has {X} in its mana cost, X is considered to be 0.

 

Krark, the Thumbless
{1}{R}
Legendary Creature — Goblin Wizard
2/2
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner’s hand. If you win the flip, copy that spell, and you may choose new targets for the copy.
Partner (You can have two commanders if both have partner.)

· If you lose the flip and the spell is returned to its owner’s hand, it’s removed from the stack and won’t resolve. This isn’t the same as countering the spell, and a spell that can’t be countered can be returned to hand.

· Krark’s ability triggers at the same time as any other abilities that say “When you cast this spell” or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.

· If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner’s hand, it will cease to exist. You won’t be able to cast it again.

· If you win the flip, the copy will resolve before the original spell does.

· If you win the flip, the spell will be copied even if it doesn’t require targets.

· If you win the flip, but the spell that caused Krark’s triggered ability to trigger isn’t on the stack anymore (most likely because it was countered), the copy is still created.

· If you lose the flip, but the spell that caused Krark’s triggered ability to trigger isn’t on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.

· If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can’t choose a new legal target, that target remains unchanged (even if the current target is illegal).

· If the spell that’s copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can’t choose different ones.

· If the spell that’s copied has an X whose value was determined as it was cast, the copy will have the same value of X.

· If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can’t be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.

· You can’t choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

· The copy from winning the flip is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger.

 

Laboratory Drudge
{3}{U}
Creature — Zombie Horror
3/4
At the beginning of each end step, draw a card if you’ve cast a spell from a graveyard or activated an ability of a card in a graveyard this turn.

· Laboratory Drudge’s ability will trigger at the beginning of each end step whether you’ve cast a spell from a graveyard or activated an ability of a card in a graveyard that turn or not. You can respond to that ability and do one (or both) of the things to draw a card.

· It doesn’t matter where the card is during your end step, as long as it was in a graveyard when you cast it or activated one of its abilities.

 

Lathiel, the Bounteous Dawn
{2}{G}{W}
Legendary Creature — Unicorn
2/2
Lifelink
At the beginning of each end step, if you gained life this turn, distribute up to that many +1/+1 counters among any number of other target creatures.

· As each end step begins, if you haven’t gained life that turn, Lathiel’s triggered ability won’t trigger at all. If it does trigger, you choose the targets and how the +1/+1 counters will be distributed as you put the ability on the stack. Each target must receive at least one +1/+1 counter.

· You may choose no targets if you want. In that case, no +1/+1 counters are put on any creature.

· If some, but not all, of the creatures are illegal targets as the triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost. If all of the creatures are illegal targets, the ability won’t resolve.

· Gaining more life in response to the triggered ability won’t change how many counters will be distributed, nor will it change the distribution.

· The triggered ability will consider the total amount of life you’ve gained that turn, not how your life total has changed. For example, if you start the turn at 10 life, then gain 5 life, and then lose 7 life, you’ll distribute five +1/+1 counters, even though your life total is now lower than it was at the beginning of the turn.

 

Liesa, Shroud of Dusk
{2}{W}{W}{B}
Legendary Creature — Angel
5/5
Rather than pay {2} for each previous time you’ve cast this spell from the command zone this game, pay 2 life that many times.
Flying, lifelink
Whenever a player casts a spell, they lose 2 life.

· Liesa’s first ability applies only to the “commander tax.” If there are any other additional costs to cast Liesa, those costs must be paid as normal.

· Liesa’s first ability isn’t optional. You can’t choose to pay mana to cover the “commander tax,” even if you have that mana available.

· Liesa’s last ability will resolve before the spell that caused it to trigger.

 

Livio, Oathsworn Sentinel
{1}{W}
Legendary Creature — Human Knight
2/2
{1}{W}: Choose another target creature. Its controller may exile it with an aegis counter on it.
{2}{W}, {T}: Return all exiled cards with aegis counters on them to the battlefield under their owners’ control.
Partner (You can have two commanders if both have partner.)

· Livio’s second activated ability will return all exiled cards with aegis counters on them to the battlefield, including ones exiled by another Livio, Oathsworn Sentinel and ones exiled a previous time Livio was on the battlefield.

 

Magus of the Order
{2}{G}{G}
Creature — Human Wizard
3/3
{G}, {T}, Sacrifice Magus of the Order and another green creature: Search your library for a green creature card, put it onto the battlefield, then shuffle your library.

· Once you declare you’re activating the ability, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove Magus of the Order or green creatures you control to stop you from activating the ability.

· You can’t sacrifice additional creatures to search for more green creatures.

· If Magus of the Order becomes nongreen, you can still activate its ability by sacrificing it and a green creature.

 

Malcolm, Keen-Eyed Navigator
{2}{U}
Legendary Creature — Siren Pirate
2/2
Flying
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It’s an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)
Partner (You can have two commanders if both have partner.)

· Malcolm’s triggered ability will trigger even if Pirates you control deal damage to only a single opponent. A single Treasure for you. Yarrr.

· Malcolm’s triggered ability considers all damage dealt by Pirates you control to opponents, not just combat damage.

 

Merchant Raiders
{3}{U}
Creature — Human Pirate
2/4
Whenever Merchant Raiders or another Pirate enters the battlefield under your control, tap up to one target creature. That creature doesn’t untap during its controller’s untap step for as long as you control Merchant Raiders.

· The triggered ability can target any creature, including one that is already tapped. In that case, the creature stays tapped and won’t untap during its controller’s untap step.

· If another player gains control of Merchant Raiders, the creature will no longer be affected by the ability stopping it from untapping, even if you later regain control of Merchant Raiders.

· The ability stopping the creature from untapping will continue to apply to it even if the creature changes controllers.

 

Miara, Thorn of the Glade
{1}{B}
Legendary Creature — Elf Scout
1/2
Whenever Miara, Thorn of the Glade or another Elf you control dies, you may pay {1} and 1 life. If you do, draw a card.
Partner (You can have two commanders if both have partner.)

· If multiple Elves you control (possibly including Miara, Thorn of the Glade) die at the same time, Miara’s ability triggers that many times.

· Each time Miara’s triggered ability resolves, you may pay {1} and 1 life only once to draw only one card.

 

Mnemonic Deluge
{6}{U}{U}{U}
Sorcery
Exile target instant or sorcery card from a graveyard. Copy that card three times. You may cast the copies without paying their mana costs. Exile Mnemonic Deluge.

· You create and cast the copies all during the resolution of Mnemonic Deluge. You can’t wait and cast them later. If you don’t cast all three copies, the ones you don’t cast will cease to exist.

· Because you’re casting the spells during the resolution of Mnemonic Deluge, ignore any timing restrictions based on card type. In other words, you can cast copies of a sorcery card this way.

· If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast it.

· If the card you copy has {X} in its mana cost, you must choose 0 as the value of X when casting the copy without paying its mana cost.

 

Nadier, Agent of the Duskenel
{5}{B}
Legendary Creature — Elf Warrior
3/3
Whenever a token you control leaves the battlefield, put a +1/+1 counter on Nadier, Agent of the Duskenel.
When Nadier leaves the battlefield, create a number of 1/1 green Elf Warrior creature tokens equal to its power.
Partner (You can have two commanders if both have partner.)

· For Nadier’s second ability, use its power from when it was last on the battlefield to determine how many tokens to create.

 

Necrotic Hex
{6}{B}
Sorcery
Each player sacrifices six creatures. You create six tapped 2/2 black Zombie creature tokens.

· Let’s say everyone controls lots of creatures. As Necrotc Hex resolves, first the player whose turn it is (likely you) chooses which six creatures they’ll sacrifice, then each other player in turn order does the same, knowing the choices of players before them. Then all creatures are sacrificed simultaneously. Finally, you’ll create the six tapped Zombies.

· You’ll create six tapped Zombies no matter how many creatures you sacrifice.

 

Nevinyrral, Urborg Tyrant
{3}{W}{U}{B}
Legendary Creature — Zombie Wizard
3/6
Hexproof from artifacts, creatures, and enchantments
When Nevinyrral, Urborg Tyrant enters the battlefield, create a tapped 2/2 black Zombie creature token for each creature that died this turn.
When Nevinyrral dies, you may pay {1}. When you do, destroy all artifacts, creatures, and enchantments.

· Nevinyrral can’t be the target of artifact, creature, or enchantment spells your opponents control. (This is mostly Auras, but also includes mutating creature spells.) Nevinyrral can’t be the target of abilities of artifacts, creatures, or enchantments your opponents control. Nevinyrral also can’t be the target of abilities of artifact, creature, or enchantment cards in zones other than the battlefield if those abilities are controlled by an opponent.

· If you choose to pay {1} for the last ability, a second triggered ability triggers. Players may respond to that reflexive triggered ability before artifacts, creatures, and enchantments are destroyed.

 

Numa, Joraga Chieftain
{2}{G}
Legendary Creature — Elf Warrior
2/2
At the beginning of combat on your turn, you may pay {X}{X}. When you do, distribute X +1/+1 counters among any number of target Elves.
Partner (You can have two commanders if both have partner.)

· Numa’s triggered ability goes on the stack without a target. While that ability is resolving, you may pay {X}{X}. If you do, a second ability triggers. You choose the target Elves and announce how the +1/+1 counters will be distributed as you put that ability on the stack. Each target must receive at least one +1/+1 counter. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after mana is paid but before counters are placed.

· If some of the creatures are illegal targets as the reflexive triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.

 

Obeka, Brute Chronologist
{1}{U}{B}{R}
Legendary Creature — Ogre Wizard
3/4
{T}: The player whose turn it is may end the turn. (Exile all spells and abilities from the stack. The player whose turn it is discards down to their maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)

· Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) If there are any attacking and blocking creatures, they’re removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. 5) The cleanup step happens in its entirety.

· If any triggered abilities do trigger during this process, they’re put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn is over.

· If the turn ends before the end step, any “At the beginning of the next end step” triggered abilities won’t get the chance to trigger that turn because the end step has been skipped. Those abilities will trigger next turn at the beginning of the end step.

· If the turn ends during the end step after “At the beginning of the next end step” abilities have triggered but before they’ve resolved, those abilities won’t trigger again next turn.

 

Opposition Agent
{2}{B}
Creature — Human Rogue
3/2
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.

· While controlling an opponent, you make all choices and decisions for that player. However, because the control effect is limited to while they’re searching their libraries, it’s unlikely the player will be allowed to make any decisions other than what to find with the search.

· You can’t have the player find cards in their library that aren’t asked for by the search instruction. For example, if the opponent is searching their library for a basic land card, you can’t have them find a different card, such as a creature card.

· If the search instruction states a quality of the card to find, such as a color or card type, you may have the opponent not find any cards. If the search is simply for a number of cards without stating a quality, you must have them find that many cards (or as many as possible, if their library doesn’t contain that many cards).

· While controlling an opponent, you can’t make any choices or decisions for that player related to tournament rules. You can’t make them concede or have them agree to an intentional draw.

· The cards found in the search will be exiled rather than be put wherever the spell or ability tells the opponent to put them after finding them. Any other effects the spell or ability has will still apply. If such an effect refers to the found cards, it can see them in exile.

· If a spell or ability instructs an opponent you control to search multiple zones including the library, you decide what cards they find in all zones. They'll exile all cards they find in any of the zones.

· If more than one player controls an Opposition Agent, and another player searches their library, the controller of the Opposition Agent that most recently entered the battlefield controls that player during the search. Because the last ability of each Opposition Agent is trying to exile the card and give permission to play it, the owner of the exiled card chooses which effect wins. However, that owner will be under another player’s control, so that player controlling that owner actually makes the decision. In other words, the player who controls the Opposition Agent whose effect applies (and thus controls the opponent) can choose to give themselves all the play permissions unless they’re feeling very generous.

· You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can’t play it unless you have land plays available.

· You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.

· In a multiplayer game, if a player leaves the game, all cards that player owns leave as well.

 

Plague Reaver
{2}{B}
Creature — Beast
6/5
At the beginning of your end step, sacrifice each other creature you control.
Discard two cards, Sacrifice Plague Reaver: Choose target opponent. Return Plague Reaver to the battlefield under that player’s control at the beginning of their next upkeep.

· If the chosen opponent leaves the game after the activated ability resolves but before the delayed triggered ability returns Plague Reaver to the battlefield, Plague Reaver stays in the graveyard.

· If Plague Reaver is put onto the battlefield under the control of someone other than its owner, and that player leaves the game, Plague Reaver is exiled.

 

Port Razer
{3}{R}{R}
Creature — Orc Pirate
4/4
Whenever Port Razer deals combat damage to a player, untap each creature you control. After this combat phase, there is an additional combat phase.
Port Razer can’t attack a player it has already attacked this turn.

· Port Razer’s last ability doesn’t stop it from attacking a planeswalker during any combat.

· Port Razer doesn’t have to attack in any additional combat it creates (or any other time for that matter).

 

Prava of the Steel Legion
{2}{W}
Legendary Creature — Cat Soldier
1/4
As long as it’s your turn, creature tokens you control get +1/+4.
{3}{W}: Create a 1/1 white Soldier creature token.
Partner (You can have two commanders if both have partner.)

· The bonus provided by Prava’s first ability will still be in effect when damage is removed during the cleanup step.

· However, if Prava leaves the battlefield, its bonus immediately stops applying. Nonlethal damage dealt to creature tokens you control may become lethal if Prava leaves the battlefield during your turn.

 

Profane Transfusion
{6}{B}{B}{B}
Sorcery
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players’ life totals.

· When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s life total. For example, if one player has 10 life and the other has 17 life, the first player gains 7 life and the other one loses 7 life. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.

· If a player can’t gain life, that player can’t exchange life totals with a player with a higher life total. Similarly, a player who can’t lose life can’t exchange life totals with a player with a lower life total.
In either of these cases, neither player’s life total will change.

· Use the difference between the life totals after the exchange to determine the size of the Horror token. Because replacement effects can modify the life gain and life loss, this number may be different from what it was before the exchange.

 

Promise of Tomorrow
{2}{W}
Enchantment
Whenever a creature you control dies, exile it.
At the beginning of each end step, if you control no creatures, sacrifice Promise of Tomorrow and return all cards exiled with it to the battlefield under your control.

· If a creature you control dies, but it isn’t a creature card in the graveyard (perhaps because it was a noncreature that became a creature), Promise of Tomorrow will still exile it, and it may return it to the battlefield later.

· Players can respond to the first ability of Promise of Tomorrow to try and move the card to another zone (even exile) before Promise of Tomorrow exiles it.

· If you control more than one Promise of Tomorrow, each creature you control that dies will cause the triggered ability of each of them to trigger. Those abilities can be put on the stack in any order, and the first one to resolve is the one that exiles the creature card. That creature card will be exiled by that Promise of Tomorrow, and only that Promise of Tomorrow can return it.

· Similarly, if you control more than one Promise of Tomorrow, they will each trigger at the beginning of the end step if you control no creatures. These abilities can be put on the stack in any order, and the first one to resolve will be sacrificed and return cards to the battlefield if appropriate. The next ability to try and resolve will check to see if you control any creatures at that time. If you do, the ability won’t resolve, Promise of Tomorrow won’t be sacrificed, and it won’t return any cards.

 

Rakshasa Debaser
{4}{B}{B}
Creature — Cat Demon
6/6
Whenever Rakshasa Debaser attacks, put target creature card from defending player’s graveyard onto the battlefield under your control.
Encore {6}{B}{B} ({6}{B}{B}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· If a creature is attacking a planeswalker, that planeswalker’s controller is the defending player.

· The creatures put onto the battlefield by the triggered ability can’t attack that combat, even if they have haste.

· If you leave the game, all creatures owned by other players that were put onto the battlefield under your control are exiled.

 

Rebbec, Architect of Ascension
{3}{W}
Legendary Creature — Human Artificer
3/4
Artifacts you control have protection from each converted mana cost among artifacts you control.
Partner (You can have two commanders if both have partner.)

· For spells with {X} in their mana costs, use the value chosen for X to determine the spell’s converted mana cost. If an artifact you control has {X} in its mana cost, X is considered to be 0.

 

Reyav, Master Smith
{R}{W}
Legendary Creature — Dwarf Artificer
2/2
Whenever a creature you control that’s enchanted or equipped attacks, that creature gains double strike until end of turn.

· If a creature you control that’s enchanted and equipped attacks, Reyav’s ability will trigger only once for that creature. (Don’t worry. Multiple instances of double strike are redundant. You’re not missing much.)

· The creature needs to be enchanted or equipped at the moment it’s declared as an attacker to cause Reyav’s ability to trigger. If the creature is no longer enchanted or equipped (or no longer attacking) as the ability tries to resolve, the ability still resolves.

 

Rootweaver Druid
{2}{G}
Creature — Elf Druid
2/1
When Rootweaver Druid enters the battlefield, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles it.

· When the triggered ability resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) decides whether or not to search their library and puts the land cards onto the battlefield as instructed. Each opponent will know what players before them did when deciding what they are going to do. Then each player who searched their library shuffles it.

· Each opponent who searches their library may find between zero and three basic land cards. If they find only one, they put it onto the battlefield tapped under your control.

 

Sakashima of a Thousand Faces
{3}{U}
Legendary Creature — Human Rogue
3/1
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 Faces’s other abilities.
The “legend rule” doesn’t apply to permanents you control.
Partner (You can have two commanders if both have partner.)

· The “legend rule” is the rule that states that if a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. (704.5j at the time of this document’s creation for those of you scoring at home.)

· While the “legend rule” doesn’t apply to permanents you control, you can control any number of legendary permanents with the same name and none of them will be put into the graveyard.

· If you control more than one legendary permanent with the same name and the “legend rule” begins applying again (perhaps because Sakashima of a Thousand Faces leaves the battlefield), you’ll immediately have to comply with the rule and put all but one of those permanents into the graveyard.

· Sakashima of a Thousand Faces copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it also has Sakashima’s other abilities. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that’s not normally a creature, it won’t be a creature.

· If the chosen creature has {X} in its mana cost, X is considered to be 0.

· If the chosen creature is copying something else, then Sakashima enters the battlefield as whatever the chosen creature copied.

· If another creature becomes a copy of Sakashima, that creature also has Sakashima’s other abilities.

· If the chosen creature is a token, Sakashima copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima doesn’t become a token in this case.

· Any enters-the-battlefield abilities of the copied creature will trigger when Sakashima enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.

· If Sakashima somehow enters the battlefield at the same time as another creature, it can’t become a copy of that creature. You may choose only a creature that’s already on the battlefield.

· If Sakashima is your commander, it remains your commander even if it’s copying another creature. If Sakashima is not your commander, it remains not your commander even if it’s copying your commander.

 

Sakashima’s Protege
{4}{U}{U}
Creature — Shapeshifter
3/1
Flash
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.)
You may have Sakashima’s Protege enter the battlefield as a copy of any permanent that entered the battlefield this turn.

· If you cast a permanent spell using the cascade ability of Sakashima’s Protege, that permanent will be on the battlefield in time to be copied by Sakashima’s Protege.

· Sakashima’s Protege copies exactly what was printed on the original permanent (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.

· If Sakashima’s Protege enters the battlefield as a copy of a planeswalker, it will enter with a number of loyalty counters on it equal to the loyalty printed in the lower right corner of the planeswalker. It won’t copy the number of counters currently on that planeswalker.

· If the chosen permanent has {X} in its mana cost, X is considered to be 0.

· If the chosen permanent is copying something else (for example, if the chosen permanent is another Sakashima’s Protege), then Sakashima’s Protege enters the battlefield as whatever the chosen permanent copied.

· If the chosen permanent is a token, Sakashima’s Protege copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima’s Protege doesn’t become a token in this case.

· Any enters-the-battlefield abilities of the copied permanent will trigger when Sakashima’s Protege enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the chosen permanent will also work.

· If Sakashima’s Protege somehow enters the battlefield at the same time as another creature, it can’t become a copy of that creature. You may choose only a creature that’s already on the battlefield and entered the battlefield this turn.

 

Sakashima’s Will
{3}{U}
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.

· The second mode doesn’t target any creature. You choose the creature that will be copied as Sakashima’s Will resolves. If you chose both modes, the creature you gained control of because of the first mode can be chosen for your other creatures to copy.

· Sakashima’s Will copies the printed values of the chosen creature. It won’t copy any counters on that creature or any effects that have changed its power, toughness, types, color, and so on. Notably, it won’t copy effects that made the chosen creature become a creature if it isn’t normally a creature. For example, if you choose a land that’s become a creature, all your other creatures will become noncreature lands until end of turn.

· If the chosen creature is copying something else, other creatures you control become copies of whatever the chosen creature is copying.

· Choosing a token won’t cause other nontoken creatures you control to become tokens. If you choose a nontoken creature, other creature tokens you control won’t stop being tokens.

 

Sengir, the Dark Baron
{4}{B}{B}
Legendary Creature — Vampire Noble
4/4
Flying
Whenever another creature dies, put two +1/+1 counters on Sengir, the Dark Baron.
Whenever another player loses the game, you gain life equal to that player’s life total as the turn began.
Partner (You can have two commanders if both have partner.)

· If Sengir, the Dark Baron is dealt lethal damage at the same time as other creatures, they die at the same time. The second ability won’t resolve in time to save Sengir, the Dark Baron.

· Sengir, the Dark Baron’s third ability will trigger no matter how the player lost the game: due to a state-based action (having 0 or less life, trying to draw a card from an empty library, having 10 or more poison counters), because of a spell or effect that states they lose the game, because your awesome might has left them with no choice other than concession, or for any other reason.

· If you and another player lose the game at the same time, the third ability won’t resolve in time to save you.

 

Seraphic Greatsword
{1}{W}
Artifact — Equipment
Equipped creature gets +2/+2.
Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that’s tapped and attacking that player.
Equip {4}

· Seraphic Greatsword’s triggered ability won’t trigger if the equipped creature attacks a planeswalker controlled by the player with the most life.

· Although the Angel token created by the triggered ability is attacking, it was never declared as an attacking creature (for the purposes of abilities that trigger whenever a creature attacks, for example).

· Once the triggered ability triggers, it doesn’t matter what happens to players’ life totals before the ability resolves. You’ll create an Angel token even if the player the equipped creature attacked doesn’t have the most life as the ability resolves.

 

Siani, Eye of the Storm
{3}{U}
Legendary Creature — Djinn Monk
3/2
Flying
Whenever Siani, Eye of the Storm attacks, scry X, where X is the number of attacking creatures with flying.
Partner (You can have two commanders if both have partner.)

· Use the number of attacking creatures with flying as the ability resolves to determine the value of X.

 

Soul of Eternity
{5}{W}{W}
Creature — Avatar
*/*
Soul of Eternity’s power and toughness are each equal to your life total.
Encore {7}{W}{W} ({7}{W}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

· The ability that defines Soul of Eternity’s power and toughness functions in all zones, not just the battlefield.

 

Soulfire Eruption
{6}{R}{R}{R}
Sorcery
Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card’s converted mana cost to that permanent or player. You may play the exiled cards until the end of your next turn.

· As Soulfire Eruption resolves, if you have chosen multiple targets (and we really hope you have), those targets will be handled one at a time in turn order. Start with targets that are either the player whose turn it is (probably you) or permanents that player controls. You choose the relative order of targets within that group. For whichever target you select first, exile the top card of your library, then Soulfire Eruption deals damage to that target. Repeat this process for each subsequent target in the group. After that group is done, move on to targets that are either the next player in turn order or permanents they control. Again, you choose the relative order of targets in that group. Repeat the whole process for each other player.

· Nothing can happen in between the damage being dealt to each target, and no player can choose to take actions. Any abilities that trigger while Soulfire Eruption is resolving go on the stack after Soulfire Eruption finishes resolving.

· If you’re playing with the top card of your library revealed (perhaps because of Courser of Kruphix), you’ll see the new top card of your library after each time a card is exiled while Soulfire Eruption’s ability is resolving. Notably, you’ll see which card is on top of your library before selecting from among the targets in each group. For example: in a three-player game, you’re playing with the top card of your library revealed and you cast Soulfire Eruption targeting your two opponents and a creature controlled by the last opponent in turn order. You exile the top card of your library and Soulfire Eruption deals damage to the first opponent. You’ll see the new top card of your library before selecting whether the next target will be the last opponent or the creature they control.

· Soulfire Eruption doesn’t change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.

· Playing an exiled card causes it to leave exile. Soulfire Eruption won’t let you play it multiple times, even if the card later returns to exile somehow.

 

Sphinx of the Second Sun
{6}{U}{U}
Creature — Sphinx
6/6
Flying
At the beginning of your postcombat main phase, you get an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)

· The additional beginning phase will be a lot like your normal beginning phase. During the untap step, permanents will phase in or out as appropriate and you’ll untap your tapped permanents. Anything that triggers “at the beginning of your upkeep” or similar will trigger during the upkeep step, and you’ll eventually draw a card for your draw step.

· The additional beginning phase all happens during the current turn. Any effects that last “until your next turn” or similar won’t expire just because you’ll go through an additional beginning phase.

· After the additional beginning phase, the game proceeds to the ending phase (unless something has added even more phases; see below.)

· If multiple phases are added to the same point in your turn, the most recently created phase happens first. For example, say you control Sphinx of the Second Sun and its ability triggers during your postcombat main phase. Later during that same main phase, another effect gives you an additional combat phase after this main phase. The additional combat will happen first, followed by the additional beginning phase.

· Even if you don’t attack with any creatures during combat, you’ll still get a postcombat main phase and Sphinx of the Second Sun’s ability will still trigger.

· If you somehow have more than two main phases in a turn, each main phase other than the first one is a postcombat main phase, and Sphinx of the Second Sun’s ability triggers at the beginning of each of them.

 

Sweet-Gum Recluse
{4}{G}{G}
Creature — Spider
0/3
Flash
Cascade
Reach
When Sweet-Gum Recluse enters the battlefield, put three +1/+1 counters on each of any number of target creatures that entered the battlefield this turn.

· A permanent that wasn’t a creature as it entered the battlefield this turn but is currently a creature can be chosen as a target of Sweet-Gum Recluse’s last ability.

 

Szat’s Will
{4}{B}
Instant
Choose one. If you control a commander as you cast this spell, you may choose both.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all cards from all opponents’ graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.

· Each opponent considers their creatures independently. For example, if one opponent controls creatures with powers 4 and 5, and another opponent controls creatures with powers 2 and 7, the creatures with powers 5 and 7 will be sacrificed.

· If an opponent controls more than one creature with the greatest power among creatures they control, they choose which one to sacrifice.

· If both modes are chosen, they happen in the stated order. Any creature cards that end up in an opponent’s graveyard because they were sacrificed for the first mode will be exiled as the instructions for the second mode are followed.

· For the second mode, use the powers of the creature cards as they existed in the graveyard to determine the value of X.

· If both modes are chosen, and an opponent sacrifices a creature token to the first mode, that token will be in the graveyard as the instructions in the second mode are followed. As it’s not a creature card, it won’t be exiled, and it won’t be considered for determining the value of X. The token will cease to exist after Szat’s Will resolves.

 

Tevesh Szat, Doom of Fools
{4}{B}
Legendary Planeswalker — Szat
4
+2: Create two 0/1 black Thrull creature tokens.
+1: You may sacrifice another creature or planeswalker. If you do, draw two cards, then draw another card if the sacrificed permanent was a commander.
−10: Gain control of all commanders. Put all commanders from the command zone onto the battlefield under your control.
Tevesh Szat, Doom of Fools can be your commander.
Partner

· For the second ability of Tevesh Szat, Doom of Fools, you choose whether to sacrifice anything and what to sacrifice as the ability resolves.

· As the third ability is resolving, you’ll gain control of all commanders that were already on the battlefield before the commanders from the command zone enter the battlefield under your control.

· If you leave the game, each commander you gained control of is returned to its previous controller’s control. Each commander that entered the battlefield under your control is exiled (from there, its owner may return it to the command zone).

 

Thalisse, Reverent Medium
{3}{W}{B}
Legendary Creature — Human Cleric
3/4
At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of tokens you created this turn.

· Thalisse’s ability counts all tokens you created that turn prior to the ability resolving, including both noncreature tokens and creature tokens. It doesn’t matter if those tokens are still on the battlefield or still under your control.

· If an effect creates a copy of a permanent spell, that spell becomes a token on the battlefield under your control, but that token has not been “created.” It won’t count for Thalisse’s ability.

 

Toggo, Goblin Weaponsmith
{2}{R}
Legendary Creature — Goblin Artificer
2/2
Whenever a land enters the battlefield under your control, create a colorless Equipment artifact token named Rock with “Equipped creature has ‘{1}, {T}, Sacrifice Rock: This creature deals 2 damage to any target’” and equip {1}.
Partner (You can have two commanders if both have partner.)

· The creature equipped by Rock is the source of the activated ability, not Rock or Toggo. For example, if the equipped creature is blue, you could activate the ability choosing a creature with protection from artifacts or protection from red as the target.

Tormod, the Desecrator
{3}{B}
Legendary Creature — Zombie Wizard
4/2
Whenever one or more cards leave your graveyard, create a tapped 2/2 black Zombie creature token.
Partner (You can have two commanders if both have partner.)

· You create one Zombie token each time Tormod, the Desecrator’s ability resolves, no matter how many cards left your graveyard.

 

Triumphant Reckoning
{6}{W}{W}{W}
Sorcery
Return all artifact, enchantment, and planeswalker cards from your graveyard to the battlefield.

· If you return an Aura card to the battlefield this way, the Aura isn’t being cast, so you choose what it will enchant as is enters the battlefield. An Aura returned this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in the graveyard.

· An Aura returning to the battlefield this way can’t be attached to anything else entering the battlefield at the same time. If it enchants a permanent, you have to choose one already on the battlefield.

 

Tuya Bearclaw
{1}{R}{G}
Legendary Creature — Human Warrior
2/2
Whenever Tuya Bearclaw attacks, it gets +X/+X until end of turn, where X is the greatest power among other creatures you control.

· The value of X is calculated as Tuya Bearclaw’s ability resolves. If you control no other creatures at that time or if the greatest power among other creatures you control is 0 or less, X will be 0.

· Once the ability resolves and the bonus is applied, that bonus won’t change, even if the greatest power among other creatures you control does.

 

Volcanic Torrent
{4}{R}
Sorcery
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.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you’ve cast this turn.

· The value of X is calculated as Volcanic Torrent resolves. It will include Volcanic Torrent, spells you cast in response to Volcanic Torrent, and spells you cast prior to casting Volcanic Torrent, even if those spells haven’t resolved yet. For example, say the first spell you cast in a turn has cascade and that cascade ability causes you to cast Volcanic Torrent. Then Volcanic Torrent’s cascade ability causes you to cast another spell. When Volcanic Torrent resolves, X will be 3.

· If you copy a spell, Volcanic Torrent won’t count the copy. However, if an effect instructs you to copy a card and then cast the copy, it will be counted by Volcanic Torrent.

 

War Room
Land
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders’ color identity: Draw a card.

· Color identity is set before the game begins and doesn’t change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander’s color.

· If your commander has no colors in its color identity, you pay no life to activate War Room’s last ability.

· If you don’t have a commander, you can’t activate War Room’s last ability at all.

 

Wheel of Misfortune
{2}{R}
Sorcery
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.

· For each player to secretly choose a number, that player should write down their chosen number without showing it to anyone else. Each player then keeps their number secret until all players simultaneously reveal their numbers.

· The number of players choosing the highest number doesn’t change how much damage is dealt. For example, if the four players in your game reveal 4, 7, 7, and 7, Wheel of Misfortune will deal 7 damage to each of the last three players and those three players will discard their hand and draw seven cards.

 

Wrong Turn
{2}{U}
Instant
Target opponent gains control of target creature. (If an attacking or blocking creature changes controllers, it’s removed from combat.)

· A player gaining control of a creature doesn’t cause that player to gain control of any Auras or Equipment attached to that creature.

 

Yurlok of Scorch Thrash
{1}{B}{R}{G}
Legendary Creature — Viashino Shaman
4/4
Vigilance
A player losing unspent mana causes that player to lose that much life.
{1}, {T}: Each player adds {B}{R}{G}.

· Yurlok’s middle ability is similar to the “mana burn” rule from years past. The loss of life happens at the same time the mana is lost. This loss of life doesn’t use the stack and can’t be responded to.

 

Zara, Renegade Recruiter
{3}{U}{R}
Legendary Creature — Human Pirate
4/3
Flying
Whenever Zara, Renegade Recruiter attacks, look at defending player’s hand. You may put a creature card from it onto the battlefield under your control tapped and attacking that player or a planeswalker they control. Return that creature to its owner’s hand at the beginning of the next end step.

· If a creature is attacking a planeswalker, that planeswalker’s controller is the defending player.

· Although the creature is attacking, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won’t trigger when the creature enters the battlefield attacking.

· Any effects that say the creature can’t attack affect only the declaration of attackers. They won’t stop the creature from entering the battlefield attacking. For example, you could put a creature card with defender onto the battlefield tapped and attacking this way.

· The creature is returned to its owner’s hand only if it’s still on the battlefield as the delayed triggered ability resolves. If it’s somewhere else at that time, it stays where it is.

· If you lose the game before the creature put onto the battlefield under your control returns to its owner’s hand, that creature is exiled. If that creature’s owner loses the game while you control the creature, the creature leaves the game with them.

 



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