Magic the Gathering
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Magic the Gathering Cards
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Command the Stage{2}{R}Create a 2/2 colorless Wizard Soldier creature token named Cadet, then put a +1/+1 counter on each other Wizard token you control.
At the beginning of each upkeep, if an opponent was dealt noncombat damage last turn, return this card from your graveyard to your hand. Path of AncestryThis land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Craterclaw Colossus{4}{R}{R}{R}Haste
When this creature enters, creatures you control gain trample and get +X/+0 until end of turn, where X is the number of artifacts you control. 5/5 Perilous Landscape{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling {U}{R}{W} ({U}{R}{W}, Discard this card: Draw a card.) Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. Curse-Marred Demon{2}{R}{R}Flying, trample
When this creature enters, search your library for a card, put it into your hand, shuffle, then discard a card at random. 4/4 Draconic Visitor{3}{R}{R}Flying
If one or more artifact tokens would be created under your control, that many 5/5 red Dragon creature tokens with flying are created instead. 5/5 Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Restless AnchorageThis land enters tapped.
{T}: Add {W} or {U}.
{1}{W}{U}: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token. Eardrum Rattler{1}{R}{1}, {T}: Another target creature you control with power 2 or less can't be blocked this turn. 2/2 Essence Burn{1}{R}Essence Burn deals 5 damage to target black or green creature or planeswalker. If that permanent would die this turn, exile it instead. Restless SpireThis land enters tapped.
{T}: Add {U} or {R}.
{U}{R}: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1. Face Yourself{5}{R}{R}For each creature target player controls, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, if you don't control a planeswalker, sacrifice this creature." Shivan Reef{T}: Add {C}.
{T}: Add {U} or {R}. This land deals 1 damage to you. Sulfur FallsThis land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}. Fulminous Forte{2}{R}Choose one —
• Fulminous Forte deals 1 damage to each creature and planeswalker your opponents control.
• Fulminous Forte deals 5 damage to target creature or planeswalker. Sulfurous Springs{T}: Add {C}.
{T}: Add {B} or {R}. This land deals 1 damage to you. Hallway Heckler // Vicious Verse{B/R}Vicious Verse deals 1 damage to target opponent. Hallway Heckler // Vicious Verse{2}{R}This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
{T}, Discard a card: Draw a card. 2/3 Sunken Ruins{T}: Add {C}.
{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}. Heartstring Puller{3}{R}Trample
When this creature enters, create a 2/2 colorless Wizard Soldier creature token named Cadet. 3/1 Underground River{T}: Add {C}.
{T}: Add {U} or {B}. This land deals 1 damage to you. Identity Echo{2}{R}{3}{R}: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery. Master of Barbs{1}{R}Menace
Whenever one or more opponents are dealt noncombat damage, creatures you control get +1/+0 until end of turn. 2/1 Omnath, Locus of the Void{7}Omnath gets +1/+1 for each unspent mana you have.
If you would lose unspent mana, that mana becomes colorless instead.
Landfall — Whenever a land you control enters, add {C}{C}. 6/6 No Admittance{1}{R}No Admittance deals 3 damage to any target.
Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") Dack Fayden, Helping Hand{4}{W}{W}When Dack Fayden enters, reveal cards from the top of your library until you reveal X creature cards, where X is the number of opponents you have. Put those creature cards onto the battlefield, then shuffle. They're goaded for the rest of the game. For each of those permanents, choose a different opponent. Each opponent gains control of the permanent for which they were chosen. 4/6 Ob Nixilis, the Ascended{5}{W}{W}Flying
When Ob Nixilis enters, destroy all tapped creatures your opponents control. You gain 1 life for each creature destroyed this way.
At the beginning of each end step, if you gained life this turn, create a 4/4 white Angel creature token with flying. 4/4 Pompous Battlemage // Improvised Act{R}You may discard a card. If you do, draw a card. Pompous Battlemage // Improvised Act{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 1/1 Teferi's Reproach{2}{W}Choose target opponent. Until that player's next turn, they gain protection from everything and their life total can't change. All nonland permanents they control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)
Exile Teferi's Reproach. Pyre Rhymer // Molten Tide{1}{R}{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/3
At the beginning of each upkeep, if an opponent was dealt noncombat damage last turn, return this card from your graveyard to your hand. Path of AncestryThis land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Craterclaw Colossus{4}{R}{R}{R}Haste
When this creature enters, creatures you control gain trample and get +X/+0 until end of turn, where X is the number of artifacts you control. 5/5 Perilous Landscape{T}: Add {C}.
{T}, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling {U}{R}{W} ({U}{R}{W}, Discard this card: Draw a card.) Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. Curse-Marred Demon{2}{R}{R}Flying, trample
When this creature enters, search your library for a card, put it into your hand, shuffle, then discard a card at random. 4/4 Draconic Visitor{3}{R}{R}Flying
If one or more artifact tokens would be created under your control, that many 5/5 red Dragon creature tokens with flying are created instead. 5/5 Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Restless AnchorageThis land enters tapped.
{T}: Add {W} or {U}.
{1}{W}{U}: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token. Eardrum Rattler{1}{R}{1}, {T}: Another target creature you control with power 2 or less can't be blocked this turn. 2/2 Essence Burn{1}{R}Essence Burn deals 5 damage to target black or green creature or planeswalker. If that permanent would die this turn, exile it instead. Restless SpireThis land enters tapped.
{T}: Add {U} or {R}.
{U}{R}: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1. Face Yourself{5}{R}{R}For each creature target player controls, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, if you don't control a planeswalker, sacrifice this creature." Shivan Reef{T}: Add {C}.
{T}: Add {U} or {R}. This land deals 1 damage to you. Sulfur FallsThis land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}. Fulminous Forte{2}{R}Choose one —
• Fulminous Forte deals 1 damage to each creature and planeswalker your opponents control.
• Fulminous Forte deals 5 damage to target creature or planeswalker. Sulfurous Springs{T}: Add {C}.
{T}: Add {B} or {R}. This land deals 1 damage to you. Hallway Heckler // Vicious Verse{B/R}Vicious Verse deals 1 damage to target opponent. Hallway Heckler // Vicious Verse{2}{R}This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
{T}, Discard a card: Draw a card. 2/3 Sunken Ruins{T}: Add {C}.
{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}. Heartstring Puller{3}{R}Trample
When this creature enters, create a 2/2 colorless Wizard Soldier creature token named Cadet. 3/1 Underground River{T}: Add {C}.
{T}: Add {U} or {B}. This land deals 1 damage to you. Identity Echo{2}{R}{3}{R}: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery. Master of Barbs{1}{R}Menace
Whenever one or more opponents are dealt noncombat damage, creatures you control get +1/+0 until end of turn. 2/1 Omnath, Locus of the Void{7}Omnath gets +1/+1 for each unspent mana you have.
If you would lose unspent mana, that mana becomes colorless instead.
Landfall — Whenever a land you control enters, add {C}{C}. 6/6 No Admittance{1}{R}No Admittance deals 3 damage to any target.
Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with ": Surveil 1" and ": Draw a card.") Dack Fayden, Helping Hand{4}{W}{W}When Dack Fayden enters, reveal cards from the top of your library until you reveal X creature cards, where X is the number of opponents you have. Put those creature cards onto the battlefield, then shuffle. They're goaded for the rest of the game. For each of those permanents, choose a different opponent. Each opponent gains control of the permanent for which they were chosen. 4/6 Ob Nixilis, the Ascended{5}{W}{W}Flying
When Ob Nixilis enters, destroy all tapped creatures your opponents control. You gain 1 life for each creature destroyed this way.
At the beginning of each end step, if you gained life this turn, create a 4/4 white Angel creature token with flying. 4/4 Pompous Battlemage // Improvised Act{R}You may discard a card. If you do, draw a card. Pompous Battlemage // Improvised Act{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 1/1 Teferi's Reproach{2}{W}Choose target opponent. Until that player's next turn, they gain protection from everything and their life total can't change. All nonland permanents they control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during their next untap step.)
Exile Teferi's Reproach. Pyre Rhymer // Molten Tide{1}{R}{R}Prowess
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) 3/3