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{1}{W}
+2 Mace
Artifact - Equipment
Equipped creature gets +2/+2.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
--
...Veil - Sculpt your opening hand
--
A Reckoning Approaches
Scheme
When you set this scheme in motion, look at the top six cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
{1}{W}
Abzan Advantage
Instant
Target player sacrifices an enchantment. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
--
Ajani Steadfast Emblem
Emblem - Ajani
Colorless

If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage.
--
Ajani, Adversary of Tyrants Emblem
Emblem - Ajani
Colorless

At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink.
{1}{U}
Alexi's Cloak
Enchantment - Aura
Flash

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)
--
All Shall Smolder in My Wake
Scheme
When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.
--
All in Good Time
Scheme
When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.
{5}{W}{W}
Ancestor's Chosen
Creature - Human Cleric
First strike (This creature deals combat damage before creatures without first strike.)

When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.
4 / 4
{5}{W}{W}
Ancestral Tribute
Sorcery
You gain 2 life for each card in your graveyard.

Flashback {9}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
--
Arcanis, the Omnipotent Avatar
Vanguard
{X}, Return a creature you control with mana value X to its owner's hand: Draw a number of cards chosen at random between 0 and X. X can't be 0.
{G}
Autumn's Veil
Instant
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.
--
Basri Ket Emblem
Emblem
Colorless

At the beginning of combat on your turn, create a 1/1 white Soldier creature token, then put a +1/+1 counter on each creature you control.
{1}{U}
Battlefield Thaumaturge
Creature - Human Wizard
Each instant and sorcery spell you cast costs {1} less to cast for each creature it targets.

Heroic -- Whenever you cast a spell that targets Battlefield Thaumaturge, Battlefield Thaumaturge gains hexproof until end of turn.
2 / 1
{1}{G}{G}
Bearscape
Enchantment
{1}{G}, Exile two cards from your graveyard: Create a 2/2 green Bear creature token.
{3}{G}
Beast Hunt
Sorcery
Reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
{1}{W}{W}
Beast Walkers
Creature - Human Beast Soldier
{G}: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
2 / 2
--
Beastcaller's Mantle - The first creature spell you cast each turn costs 1 generic mana less to cast. You may not cast instant or sorcery spells.
--
Beastcaller's Staff - During deckbuilding search the undrafted cards for up to 2 nonlegendary creature cards and add them to your deck.
{2}{G}
Beastmaster's Magemark
Enchantment - Aura
Enchant creature

Creatures you control that are enchanted get +1/+1.

Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
--
Because I Have Willed It
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

Spells you cast cost {1} less to cast.

At the beginning of your opponents' end step, if they cast four or more spells this turn, abandon this scheme.
--
Behold the Power of Destruction
Scheme
When you set this scheme in motion, destroy all nonland permanents target opponent controls.
--
Bow to My Command
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

As you set this scheme in motion, choose an opponent.

Creatures the chosen player controls can't attack you or planeswalkers you control.

At the beginning of your opponents' end step, they may tap any number of untapped creatures they control with total power 8 or greater. If they do, abandon this scheme.
{R}
Burning Cloak
Sorcery
Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature.
--
Choose Your Demise
Scheme
When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.
{U}
Cloak of Feathers
Sorcery
Target creature gains flying until end of turn.

Draw a card.
{1}{U}
Cloak of Mists
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.
--
Cloaked Cohorts - You may have 2 commanders. They both have partner and each costs 1 more to cast.
--
Clockwork Scepter - During deckbuilding search the undrafted cards for up to two artifact cards and add them to your deck
{4}{W}
Commander's Authority
Enchantment - Aura
Enchant creature

Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
--
Conjurer's Cape - During deckbuilding you may note the name of up to one card you drafted outside of your color identity. You may include that card in
--
Conjurer's Cape - During deckbuilding you may note the name of up to one card you drafted outside of your color identity. You may include that card in
{W}
Consecrate Land
Enchantment - Aura
Enchant land

Enchanted land has indestructible and can't be enchanted by other Auras.
--
Copy Cape - add 2 copies of a card you drafted to your deck
{1}{U}
Crown of Ascension
Enchantment - Aura
Enchant creature

Enchanted creature has flying.

Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.
{1}{W}
Crown of Awe
Enchantment - Aura
Enchant creature

Enchanted creature has protection from black and from red.

Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.
{2}
Crown of Convergence
Artifact
Play with the top card of your library revealed.

As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1.

{G}{W}: Put the top card of your library on the bottom of your library.
{2}
Crown of Empires
Artifact
{3}, {T}: Tap target creature. Gain control of that creature instead if you control artifacts named Scepter of Empires and Throne of Empires.
{R}
Crown of Flames
Enchantment - Aura
Enchant creature

{R}: Enchanted creature gets +1/+0 until end of turn.

{R}: Return Crown of Flames to its owner's hand.
{1}{R}
Crown of Fury
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+0 and has first strike.

Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn.
{2}{G}{G}
Crown of Skemfar
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each Elf you control and has reach.

{2}{G}: Return Crown of Skemfar from your graveyard to your hand.
{1}{B}
Crown of Suspicion
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/-1.

Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.
{1}{G}
Crown of Vigor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.
{2}
Crown of the Ages
Artifact
{4}, {T}: Attach target Aura attached to a creature to another creature.
{1}
Crystal Rod
Artifact
Whenever a player casts a blue spell, you may pay {1}. If you do, you gain 1 life.
--
Dance, Pathetic Marionette
Scheme
When you set this scheme in motion, each opponent reveals cards from the top of their library until they reveal a creature card. Choose one of the revealed creature cards and put it onto the battlefield under your control. Put all other cards revealed this way into their owners' graveyards.
{W}{W}
Daybreak Coronet
Enchantment - Aura
Enchant creature with another Aura attached to it

Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
--
Delight in the Hunt
Scheme
When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.
{1}
Despotic Scepter
Artifact
{T}: Destroy target permanent you own. It can't be regenerated.
--
Diamond Crown - Add any color of your choice to your commanders' color identity.
{3}
Disrupting Scepter
Artifact
{3}, {T}: Target player discards a card. Activate only during your turn.
{3}
Diviner's Wand
Tribal Artifact - Wizard Equipment
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "{4}: Draw a card."

Whenever a Wizard creature enters the battlefield, you may attach Diviner's Wand to it.

Equip {3}
--
Domri, Chaos Bringer Emblem
Emblem - Domri
Colorless

At the beginning of each end step, create a 4/4 red and green Beast creature token with trample.
--
Eladamri, Lord of Leaves Avatar
Vanguard
At the beginning of each player's precombat main phase, that player adds {G}{G}.
--
Elspeth, Knight-Errant Emblem
Emblem - Elspeth
Colorless

Artifacts, creatures, enchantments, and lands you control have indestructible.
--
Embrace My Diabolical Vision
Scheme
When you set this scheme in motion, each player shuffles their hand and graveyard into their library. You draw seven cards, then each other player draws four cards.
--
Emerald Crown - Add green to your commanders' color identity
--
Emerald Crown - Add green to your commanders' color identity
--
Every Dream a Nightmare
Scheme
When you set this scheme in motion, each opponent discards a card. You draw a card for each land card discarded this way.
--
Every Hope Shall Vanish
Scheme
When you set this scheme in motion, each opponent reveals their hand. Choose a nonland card from each of those hands. Those players discard those cards.
--
Every Last Vestige Shall Rot
Scheme
When you set this scheme in motion, you may pay {X}. If you do, put each nonland permanent target player controls with mana value X or less on the bottom of its owner's library.
--
Evil Comes to Fruition
Scheme
When you set this scheme in motion, create seven 0/1 green Plant creature tokens. If you control ten or more lands, create seven 3/3 green Elemental creature tokens instead.
--
Extravagant Mantle - Foil cards you cast cost 1 less to cast.
--
Extravagant Mantle - Foil cards you cast cost 1 less to cast.
{2}{B}
Fallen Ideal
Enchantment - Aura
Enchant creature

Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."

When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
{2}{W}
Farrel's Mantle
Enchantment - Aura
Enchant creature

Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
--
Feed the Machine
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, the player sacrifices two creatures. If the player chooses others, each of your other opponents sacrifices a creature.
{1}{R}
Fiery Mantle
Enchantment - Aura
Enchant creature

{R}: Enchanted creature gets +1/+0 until end of turn.

When Fiery Mantle is put into a graveyard from the battlefield, return Fiery Mantle to its owner's hand.
--
Garruk, Cursed Huntsman Emblem
Emblem
Colorless

Creatures you control get +3/+3 and have trample.
{3}
General's Regalia
Artifact
{3}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead.
{4}
Grafted Skullcap
Artifact
At the beginning of your draw step, draw an additional card.

At the beginning of your end step, discard your hand.
{4}{W}
Gustcloak Savior
Creature - Bird Soldier
Flying

Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
3 / 4
{2}{W}{W}
Gustcloak Sentinel
Creature - Human Soldier
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.
3 / 3
{3}{W}
Gustcloak Skirmisher
Creature - Bird Soldier
Flying

Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.
2 / 3
{1}{G}{G}
Holistic Wisdom
Enchantment
{2}, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
--
Huatli, Radiant Champion Emblem
Emblem - Huatli
Colorless

Whenever a creature enters the battlefield under your control, you may draw a card.
--
I Bask in Your Silent Awe
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

Each opponent can't cast more than one spell each turn.

At the beginning of your upkeep, if no opponent cast a spell since your last turn ended, abandon this scheme.
--
I Call on the Ancient Magics
Scheme
When you set this scheme in motion, each other player searches their library for a card, reveals it, and puts it into their hand. Then you search your library for two cards and put them into your hand. Each player shuffles.
--
I Delight in Your Convulsions
Scheme
When you set this scheme in motion, each opponent loses 3 life. You gain life equal to the life lost this way.
--
I Know All, I See All
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

Untap all permanents you control during each opponent's untap step.

At the beginning of each end step, if three or more cards were put into your graveyard this turn from anywhere, abandon this scheme.
--
Idol .. Crown of nature - Any card can be your commander. The card does not become legendary
{2}{W}
Idol of Endurance
Artifact
When Idol of Endurance enters the battlefield, exile all creature cards with mana value 3 or less from your graveyard until Idol of Endurance leaves the battlefield.

{1}{W}, {T}: Until end of turn, you may cast a creature spell from among cards exiled with Idol of Endurance without paying its mana cost.
--
Ignite the Cloneforge!
Scheme
When you set this scheme in motion, create a token that's a copy of target permanent an opponent controls.
{W}
Immovable Rod
Artifact
You may choose not to untap Immovable Rod during your untap step.

Whenever Immovable Rod becomes untapped, venture into the dungeon.

{3}{W}, {T}: For as long as Immovable Rod remains tapped, another target permanent loses all abilities and can't attack or block.
{W}{W}{W}
Infinite Authority
Enchantment - Aura
Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
--
Into the Earthen Maw
Scheme
When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent's graveyard.
--
Introductions Are in Order
Scheme
When you set this scheme in motion, choose one --

• Search your library for a creature card, reveal it, put it into your hand, then shuffle.

• You may put a creature card from your hand onto the battlefield.
--
Iron Crown - If your commander has 2 or fewer colors in its color identity your deck size is reduced by 10.
--
Iron Crown - If your commander has 2 or fewer colors in its color identity your deck size is reduced by 10.
--
Iron Crown - If your commander has 2 or fewer colors in its color identity your deck size is reduced by 10.
--
Iron Robe - As long as your commander has 2 or fewer colors in its color identity,
--
Iron Robe - As long as your commander has 2 or fewer colors in its color identity,
--
Iron Robe - As long as your commander has 2 or fewer colors in its color identity,
--
Iron Rod - If your commander has 2 or fewer colors in its color identity, during deckbuilding you may search
--
Iron Rod - If your commander has 2 or fewer colors in its color identity, during deckbuilding you may search
--
Iron Rod - If your commander has 2 or fewer colors in its color identity, during deckbuilding you may search
--
Jace, Unraveler of Secrets Emblem
Emblem - Jace
Colorless

Whenever an opponent casts their first spell each turn, counter that spell.
--
Jaya Ballard Emblem
Emblem - Jaya
Colorless

You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
{3}
Jester's Scepter
Artifact
When Jester's Scepter enters the battlefield, exile the top five cards of target player's library face down. You may look at those cards for as long as they remain exiled.

{2}, {T}, Put a card exiled with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card.
--
Jet Crown - Add black to your commanders' color identity
--
Jet Crown - Add black to your commanders' color identity
--
Kindred Veil - All your creatures are all creature types and have base power 1/1
--
Kiora, Master of the Depths Emblem
Emblem - Kiora
Colorless

Whenever a creature enters the battlefield under your control, you may have it fight target creature.
--
Know Evil
Scheme
When you set this scheme in motion, until your next turn, up to one target opponent can't attack with creatures, up to one target opponent can't cast creature spells, and up to one target opponent can't cast noncreature spells. You can't choose any player as a target more than once.
--
Know Naught but Fire
Scheme
When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand.
--
Liliana, Defiant Necromancer Emblem
Emblem - Liliana
Colorless

Whenever a creature dies, return it to the battlefield under your control at the beginning of the next end step.
--
Liliana, Waker of the Dead Emblem
Emblem
Colorless

At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste.
--
Liliana, the Last Hope Emblem
Emblem - Liliana
Colorless

At the beginning of your end step, create X 2/2 black Zombie creature tokens, where X is two plus the number of Zombies you control.
--
Look Skyward and Despair
Scheme
When you set this scheme in motion, create a 5/5 red Dragon creature token with flying.
--
Lotus Crown - Exile the next card you draft face up. Add its colors to your commanders' color identity
{3}{U}{U}
Lu Meng, Wu General
Legendary Creature - Human Soldier
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
4 / 4
{3}
Magistrate's Scepter
Artifact
{4}, {T}: Put a charge counter on Magistrate's Scepter.

{T}, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.
--
Make Yourself Useful
Scheme
When you set this scheme in motion, destroy target creature an opponent controls. If a creature is destroyed this way, you gain life equal to its toughness.
{4}
Manaforce Mace
Artifact - Equipment
Domain -- Equipped creature gets +1/+1 for each basic land type among lands you control.

Equip {3}
--
Mantle of Insight - Whenever you cast a commander from your command zone, draw a card.
--
Mantle of Perseverance - Commander tax doesn't apply to your commanders.
{U}
Mantle of Tides
Artifact - Equipment
Equipped creature gets +1/+2.

Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
--
Mantle of the Elders - Old-bordered cards you cast cost 2 less to cast.
--
Mantle of the Elders - Old-bordered cards you cast cost 2 less to cast.
{3}
Mindstorm Crown
Artifact
At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you.
{1}{U}{U}
Mirrormade
Enchantment
You may have Mirrormade enter the battlefield as a copy of any artifact or enchantment on the battlefield.
{5}
Moonring Mirror
Artifact
Whenever you draw a card, exile the top card of your library face down.

At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with Moonring Mirror into your hand.
--
My Forces Are Innumerable
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

At the beginning of your end step, create a 3/3 black Horror creature token.

At the beginning of your opponents' end step, they may sacrifice two creatures. If they do, abandon this scheme.
--
My Genius Knows No Bounds
Scheme
When you set this scheme in motion, you may pay {X}. If you do, you gain X life and draw X cards.
--
My Laughter Echoes
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.
--
My Undead Horde Awakens
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

At the beginning of your end step, you may put target creature card from an opponent's graveyard onto the battlefield under your control.

When a creature put onto the battlefield with this scheme dies, abandon this scheme.
--
Narset Transcendent Emblem
Emblem - Narset
Colorless

Your opponents can't cast noncreature spells.
--
Narset of the Ancient Way Emblem
Emblem
Colorless

Whenever you cast a noncreature spell, this emblem deals 2 damage to any target.
--
Nature Demands an Offering
Scheme
When you set this scheme in motion, target opponent chooses a creature you don't control and puts it on top of its owner's library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles.
--
Nature Shields Its Own
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

Whenever a creature attacks and isn't blocked, if you're the defending player, create a 0/1 green Plant creature token that's blocking that creature.

When four or more creatures attack you, abandon this scheme at end of combat.
--
No One Will Hear Your Cries
Scheme
When you set this scheme in motion, each opponent chooses a creature they control, then sacrifices the rest.
--
Nothing Can Stop Me Now
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

If a source an opponent controls would deal damage to you, prevent 1 of that damage.

At the beginning of each end step, if you've been dealt 5 or more damage this turn, abandon this scheme.
{1}{B}
Oblivion Crown
Enchantment - Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature

Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn."
--
Only Blood Ends Your Nightmares
Scheme
When you set this scheme in motion, each opponent sacrifices a creature. Then each opponent who didn't sacrifice a creature discards two cards.
--
Pearl Crown - Add white to your commanders' color identity
--
Pearl Crown - Add white to your commanders' color identity
{1}{W}
Phantom Nomad
Creature - Spirit Nomad
Phantom Nomad enters the battlefield with two +1/+1 counters on it.

If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
0 / 0
--
Power Without Equal
Scheme
When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.
--
Realms Befitting My Majesty
Scheme
When you set this scheme in motion, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
--
Regent's/Viceroy's Crown - Any creature can be your commander. The creature does not become legendary
{3}
Retributive Wand
Artifact
{3}, {T}: Retributive Wand deals 1 damage to any target.

When Retributive Wand is put into a graveyard from the battlefield, it deals 5 damage to any target.
{4}{G}{G}
Ritual of Subdual
Enchantment
Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

If a land is tapped for mana, it produces colorless mana instead of any other type.
{2}{U}
Rod of Absorption
Artifact
Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves.

{X}, {T}, Sacrifice Rod of Absorption: You may cast any number of spells from among cards exiled with Rod of Absorption with total mana value X or less without paying their mana costs.
{4}
Rod of Ruin
Artifact
{3}, {T}: Rod of Ruin deals 1 damage to any target.
--
Roots of All Evil
Scheme
When you set this scheme in motion, create five 1/1 green Saproling creature tokens.
--
Rotted Ones, Lay Siege
Scheme
When you set this scheme in motion, for each opponent, create a 2/2 black Zombie creature token that attacks that player each combat if able.
--
Rowan Kenrith Emblem
Emblem - Rowan
Colorless

Whenever you activate an ability that isn't a mana ability, copy it. You may choose new targets for the copy.
--
Ruby Crown - Add red to your commanders' color identity
--
Ruby Crown - Add red to your commanders' color identity
{3}
Runed Crown
Artifact - Equipment
When Runed Crown enters the battlefield, you may search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield attached to Runed Crown. If you search your library this way, shuffle.

Equipped creature gets +1/+1.

Equip {2}
--
Sanctimonious Scepter/Braggart Scepter - During deckbuilding you may search the undrafted cards of
--
Saphire Crown - Add blue to your commanders' color identity
--
Saphire Crown - Add blue to your commanders' color identity
{1}{W}{W}
Scepter of Dominance
Artifact
{W}, {T}: Tap target permanent.
{3}
Scepter of Empires
Artifact
{T}: Scepter of Empires deals 1 damage to target player or planeswalker. It deals 3 damage instead if you control artifacts named Crown of Empires and Throne of Empires.
--
Scepter of Extravagance - During deckbuilding search the undrafted cards for up to two foil cards and add them to your deck.
--
Scepter of Extravagance - During deckbuilding search the undrafted cards for up to two foil cards and add them to your deck.
{B}{B}
Scepter of Fugue
Artifact
{1}{B}, {T}: Target player discards a card. Activate only during your turn.
{1}{U}{U}
Scepter of Insight
Artifact
{3}{U}, {T}: Draw a card.
--
Scepter of Scorn - You may draft this card face up. If you do, during deckbuilding
--
Scepter of the Ancients - During deckbuilding search the undrafted cards for up to two old-bordered cards and add them to your deck.
--
Scepter of the Ancients - During deckbuilding search the undrafted cards for up to two old-bordered cards and add them to your deck.
{4}{B}
Shadowcloak Vampire
Creature - Vampire
Pay 2 life: Shadowcloak Vampire gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
4 / 3
{2}{B}
Shady Traveler
Creature - Human Werewolf
Menace (This creature can't be blocked except by two or more creatures.)

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
2 / 3
--
Stalking Predator
Creature - Werewolf

Menace (This creature can't be blocked except by two or more creatures.)

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
2 / 3
{1}
Skyblinder Staff
Artifact - Equipment
Equipped creature gets +1/+0 and can't be blocked by creatures with flying.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
{U}{B}
Sleeper's Robe
Enchantment - Aura
Enchant creature

Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

Whenever enchanted creature deals combat damage to an opponent, you may draw a card.
{1}
Sorcerer's Wand
Artifact - Equipment
Equipped creature has "{T}: This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage instead."

Equip {3}
--
Sorin, Solemn Visitor Emblem
Emblem - Sorin
Colorless

At the beginning of each opponent's upkeep, that player sacrifices a creature.
--
Spear of the General
Hero Artifact - Equipment
Equipped creature gets +2/+0 and has first strike.

Equip {2}
{U}{U}
Spectral Cloak
Enchantment - Aura
Enchant creature

Enchanted creature has shroud as long as it's untapped. (It can't be the target of spells or abilities.)
--
Spellcaster's Cape - Your non-basic lands have: T: Add 1 Colorless or 1 mana of any color.
{1}{W}
Spirit Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has protection from creatures.
--
Staff of Conjuration - During deckbuilding search the undrafted cards for a card and add it to your deck.
--
Staff of Conjuration - During deckbuilding search the undrafted cards for a card and add it to your deck.
--
Staff of Conjuration - During deckbuilding search the undrafted cards for a card and add it to your deck.
--
Staff of Exploration - During deckbuilding search the undrafted cards for up to three land cards and add them to your deck.
--
Staff of Exploration - During deckbuilding search the undrafted cards for up to three land cards and add them to your deck.
{3}
Staff of the Ages
Artifact
Creatures with landwalk abilities can be blocked as though they didn't have those abilities.
{3}
Staff of the Death Magus
Artifact
Whenever you cast a black spell or a Swamp enters the battlefield under your control, you gain 1 life.
{3}
Staff of the Flame Magus
Artifact
Whenever you cast a red spell or a Mountain enters the battlefield under your control, you gain 1 life.
{3}
Staff of the Mind Magus
Artifact
Whenever you cast a blue spell or an Island enters the battlefield under your control, you gain 1 life.
{3}
Staff of the Sun Magus
Artifact
Whenever you cast a white spell or a Plains enters the battlefield under your control, you gain 1 life.
{3}
Staff of the Wild Magus
Artifact
Whenever you cast a green spell or a Forest enters the battlefield under your control, you gain 1 life.
{1}{U}
Starlit Mantle
Enchantment - Aura
Flash

Enchant creature you control

When Starlit Mantle enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Enchanted creature gets +1/+1.
--
Surrender Your Thoughts
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player discards four cards. If the player chooses others, each of your other opponents discards two cards.
{2}{W}
Sworn Companions
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
{4}
Tawnos's Wand
Artifact
{2}, {T}: Target creature with power 2 or less can't be blocked this turn.
--
Teferi, Hero of Dominaria Emblem
Emblem - Teferi
Colorless

Whenever you draw a card, exile target permanent an opponent controls.
--
Thaumaturge's Wand - During deckbuilding search the undrafted cards for up to two instant and/or sorcery cards and add them to your deck.
{U}
The Blackstaff of Waterdeep
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step.

Animate Walking Statue -- {1}{U}, {T}: Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
--
The Fate of the Flammable
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to that player. If the player chooses others, this scheme deals 3 damage to each of your other opponents.
--
The Iron Guardian Stirs
Scheme
When you set this scheme in motion, create a 4/6 colorless Golem artifact creature token.
--
The Pieces Are Coming Together
Scheme
When you set this scheme in motion, draw two cards. Artifact spells you cast this turn cost {2} less to cast.
--
The Very Soil Shall Shake
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)

Creatures you control get +2/+2 and have trample.

When a creature you control dies, abandon this scheme.
--
This World Belongs to Me
Scheme
When you set this scheme in motion, draw two cards. You may play an additional land this turn.
{2}
Thornbite Staff
Tribal Artifact - Shaman Equipment
Equipped creature has "{2}, {T}: This creature deals 1 damage to any target" and "Whenever a creature dies, untap this creature."

Whenever a Shaman creature enters the battlefield, you may attach Thornbite Staff to it.

Equip {4}
{3}
Thunderstaff
Artifact
As long as Thunderstaff is untapped, if a creature would deal combat damage to you, prevent 1 of that damage.

{2}, {T}: Attacking creatures get +1/+0 until end of turn.
{2}{U}
Traveler's Cloak
Enchantment - Aura
Enchant creature

As Traveler's Cloak enters the battlefield, choose a land type.

When Traveler's Cloak enters the battlefield, draw a card.

Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
{U}
Veil of Birds
Enchantment
When an opponent casts a spell, if Veil of Birds is an enchantment, Veil of Birds becomes a 1/1 Bird creature with flying.
{2}{B}
Veiled Shade
Creature - Shade
{1}{B}: Veiled Shade gets +1/+1 until end of turn.
2 / 2
--
Venser, the Sojourner Emblem
Emblem - Venser
Colorless

Whenever you cast a spell, exile target permanent.
{2}
Wand of Denial
Artifact
{T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
{4}
Wand of the Elements
Artifact
{T}, Sacrifice an Island: Create a 2/2 blue Elemental creature token with flying.

{T}, Sacrifice a Mountain: Create a 3/3 red Elemental creature token.
--
Which of You Burns Brightest?
Scheme
When you set this scheme in motion, you may pay {X}. If you do, this scheme deals X damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls.
--
Will Kenrith Emblem
Emblem - Will
Colorless

Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
{1}{B}
Withercrown
Enchantment - Aura
Enchant creature

Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
--
Your Will Is Not Your Own
Scheme
When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.
--
Zariel, Archduke of Avernus Emblem
Emblem - Zariel
Colorless

At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase.

--
Consecrated Staff - During deckbuilding you may choose a non-legendary creature as your commander.
--
Consecrated Staff - During deckbuilding you may choose a non-legendary creature as your commander.
--
Consecrated Staff - During deckbuilding you may choose a non-legendary creature as your commander.
--
Lotus Crown - If your commanders have no more than 1 color in their combined color identity, add
--
Mantle of Foresight - Rather than pay 2 for each previous time you've cast your commander from the command zone this game, scry 2 that many times.
--
Momir Vig, Simic Visionary Avatar
Vanguard
{X}, Discard a card: Create a token that's a copy of a creature card with mana value X chosen at random. Activate only as a sorcery and only once each turn.