Commander Legends: Battle for Baldur's Gate

Banishing Coils

Banishing Coils {2}{W}

Instant - Adventure
Exile target artifact or enchantment.
Card has other part: Guardian Naga
Guiding Bolt

Guiding Bolt {2}{W}

Instant
Destroy target creature with power 4 or greater.
Scry 2.
Hammers of Moradin

Hammers of Moradin {2}{W}

Creature - Dwarf Cleric
Myriad
Whenever Hammers of Moradin attacks, for each opponent, tap up to one target creature that player controls.
3/3
Horn of Valhalla

Horn of Valhalla {1}{W}

Artifact - Equipment
Equipped creature gets +1/+1 for each creature you control.
Equip {3}
Card has other part: Ysgard's Call
Ysgard's Call

Ysgard's Call {X}{W}{W}

Sorcery - Adventure
Create X 1/1 white Soldier creature tokens.
Card has other part: Horn of Valhalla
Icewind Stalwart

Icewind Stalwart {3}{W}

Creature - Tiefling Warrior
Protection Fighting Style — When Icewind Stalwart enters, exile up to one target non-Warrior creature you control, then return it to the battlefield under its owner's control.
"Get behind my shield!"
3/3
Inspiring Leader

Inspiring Leader {2}{W}

Legendary Enchantment - Background
Commander creatures you own have "Creature tokens you control get +2/+2."
Your family needed a farmer, so you tilled. Your town needed a fighter, so you trained. When your people needed a leader, you knew what you had to do.
Lae'zel, Vlaakith's Champion

Lae'zel, Vlaakith's Champion {2}{W}

Legendary Creature - Gith Warrior
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.
Choose a Background
3/3
Lae'zel's Acrobatics

Lae'zel's Acrobatics {3}{W}

Instant
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Legion Loyalty

Legion Loyalty {6}{W}{W}

Enchantment
Creatures you control have myriad.
Lulu, Loyal Hollyphant

Lulu, Loyal Hollyphant {3}{W}

Legendary Creature - Elephant Angel
Flying
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them.
Choose a Background
3/2
Martial Impetus

Martial Impetus {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and is goaded.
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Minimus Containment

Minimus Containment {2}{W}

Enchantment - Aura
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities.
Noble Heritage

Noble Heritage {1}{W}

Legendary Enchantment - Background
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn."
Pegasus Guardian

Pegasus Guardian {5}{W}

Creature - Pegasus
Flying
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, create a 1/1 white Pegasus creature token with flying.
3/3
Card has other part: Rescue the Foal
Rescue the Foal

Rescue the Foal {1}{W}

Instant - Adventure
Exile target creature you control, then return that card to the battlefield under its owner's control.
Card has other part: Pegasus Guardian
Rasaad yn Bashir

Rasaad yn Bashir {2}{W}

Legendary Creature - Human Monk
Each creature you control assigns combat damage equal to its toughness rather than its power.
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background
0/3
Related cards: The Initiative Undercity
Recruitment Drive

Recruitment Drive {2}{W}

Sorcery
Roll a d20.
1—9 | Create two 1/1 white Soldier creature tokens.
10—19 | Create two 2/2 white Knight creature tokens.
20 | Create three 2/2 white Knight creature tokens.
Rescuer Chwinga

Rescuer Chwinga {1}{W}

Creature - Elemental Spirit
Flash
Natural Shelter — When Rescuer Chwinga enters, you may return another permanent you control to its owner's hand.
Fortunately for lost travelers, chwingas' curiosity often gets the better of their shyness.
2/2
Roving Harper

Roving Harper {2}{W}

Creature - Elf Scout
When Roving Harper enters, draw a card.
The Harpers value peaceful coexistence, historical preservation, and harmony with nature, and each day they spread their ideals a little farther.
2/2
Scouting Hawk

Scouting Hawk {2}{W}

Creature - Bird
Flying
Keen Sight — When Scouting Hawk enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
1/1
Sculpted Sunburst

Sculpted Sunburst {3}{W}{W}

Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
A searing light that spares only the chosen.
Slaughter the Strong

Slaughter the Strong {1}{W}{W}

Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
It was a big day for the gravediggers at Cliffside Cemetery.
Steadfast Unicorn

Steadfast Unicorn {W}

Creature - Unicorn
{3}{W}: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn.
Only the good-hearted may set foot in a unicorn's domain.
1/2
Related card: Steadfast Unicorn (Alchemy)
Stoneskin

Stoneskin {2}{W}

Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +0/+10.
"Ooh, nice shot! I almost felt that one."