Inventory last scanned: 5/3/2026, 7:45:29 PM
Instant
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Artifact Creature — Robot
Menace {2}, {T}, Exile an artifact card from your graveyard: Put a +1/+1 counter on this creature, then it deals damage equal to its power to any target.
Instant
Spree (Choose one or more additional costs.) + {1} — Untap all creatures target player controls. + {1} — Target creature gains double strike until end of turn.
Artifact Land
This land enters tapped. Indestructible {T}: Add {R} or {W}.
Creature — Vampire Assassin
When this creature enters, you may sacrifice another creature. When you do, destroy target nonland permanent.
Creature — Elf Rogue
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
Sorcery
Choose one — • Creatures you control get +3/+3 until end of turn. • Return up to two target permanent cards from your graveyard to your hand.
Legendary Artifact Creature — Spider Hero
Vigilance When SP//dr enters, put a +1/+1 counter on target creature. Whenever a modified creature you control deals combat damage to a player, draw a card. (Equipment, Auras you control, and counters are modifications.)
Token Creature — Zombie Cat
Lifelink
Instant
Sacred Fire deals 2 damage to any target and you gain 2 life. Flashback {4}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land — Mountain Plains
({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land — Mountain Plains
({T}: Add {R} or {W}.) This land enters tapped.
Instant
As an additional cost to cast this spell, sacrifice a creature. Add an amount of {B} equal to the sacrificed creature's mana value.
Sorcery
Kicker {7} (You may pay an additional {7} as you cast this spell.) Search target player's library for up to three cards, exile them, then that player shuffles. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles.
Legendary Creature — Human Rogue
Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
Creature — Human Artificer
{T}, Sacrifice an artifact: Draw a card.
Creature — Human Druid
When this creature enters, put a +1/+1 counter on target creature. Renew — {3}{G}, Exile this card from your graveyard: Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. Activate only as a sorcery.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3}
Creature — Beast
Reach Renew — {4}{G}, Exile this card from your graveyard: Put two +1/+1 counters and a reach counter on target creature. Activate only as a sorcery.
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
Sorcery
Improvise (Each artifact you tap after you're done activating mana abilities pays for {1}.) Reveal the top X cards of your library. You may put any number of artifact cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
Sorcery // Instant
Creature — Human Pirate
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Legendary Creature — Human Rogue
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)
Legendary Creature — Human Rogue
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "{2}{U}{U}: Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Creature — Shapeshifter
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 in a random order.) You may have this creature enter as a copy of any permanent that entered this turn.
Creature — Human Ninja
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • 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.
Creature — Snake Shaman
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Snake Shaman Scout
{T}: You may put a land card from your hand onto the battlefield.
Legendary Creature — Cat Mutant Rebel
When Sally Pride enters, create X 2/2 red Mutant creature tokens, where X is the number of nontoken creatures you control. Whenever Sally Pride attacks, put a +1/+1 counter on each creature you control.
Sorcery
Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Creature — Merfolk Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Artifact
{T}: Return target noncreature artifact card with mana value 1 or less from your graveyard to the battlefield. Whenever a creature dies, you may untap this artifact.
Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Planeswalker — Samut
Creatures you control have haste. −1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Creature — Human Warrior
Flash Double strike, vigilance, haste Other creatures you control have haste. {W}, {T}: Untap another target creature.
Legendary Planeswalker — Samut
+1: Up to one target creature gains double strike until end of turn. −2: Samut deals 2 damage divided as you choose among one or two targets. −7: Search your library for up to two creature and/or planeswalker cards, put them onto the battlefield, then shuffle.
Legendary Creature — Halfling Peasant
Whenever another nontoken creature you control enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature — Halfling Peasant
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Legendary Creature — Goblin Sorcerer
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
Creature — Human Cleric
Protection from black and from red When this creature enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Artifact — Equipment
As this Equipment becomes attached to a creature, choose a color. Equipped creature gets +2/+0 and has protection from the last chosen color. Equip {3}
Enchantment
Humans you control get +1/+1. {2}, Tap two untapped Humans you control: Tap target creature an opponent controls.
Creature — Human Cleric
As this creature enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
Creature — Vampire Knight
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle. If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
{1}, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.