Commander Legends

Guildless Commons

Guildless Commons

Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
{T}: Add {C}{C}.
Opal Palace

Opal Palace

Land
{T}: Add {C}.
{1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Path of Ancestry

Path of Ancestry

Land
This 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.
Rejuvenating Springs

Rejuvenating Springs

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}.
When they're done pummeling each other, the fighters relax companionably in the springs, warming their sore muscles.
Rupture Spire

Rupture Spire

Land
This land enters tapped.
When this land enters, sacrifice it unless you pay {1}.
{T}: Add one mana of any color.
Spectator Seating

Spectator Seating

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}.
The loudest and most heartfelt cheers come from the cheap seats.
Terramorphic Expanse

Terramorphic Expanse

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Take two steps north into the unsettled future, south into the unquiet past, east into the present day, or west into the great unknown.
Training Center

Training Center

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {U} or {R}.
Between matches, combatants practice to stay in peak mental and physical form.
Undergrowth Stadium

Undergrowth Stadium

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {B} or {G}.
To get to Valor's Reach, competitors must first make a name for themselves in the smaller arenas.
Vault of Champions

Vault of Champions

Land
This land enters tapped unless you have two or more opponents.
{T}: Add {W} or {B}.
Where victors are commemorated and moments of glory immortalized.
War Room

War Room

Land
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
A figure is moved on a map, and the tide of war changes.
Wyleth, Soul of Steel

Wyleth, Soul of Steel {1}{R}{W}

Legendary Creature - Human Warrior
Trample
Whenever Wyleth attacks, draw a card for each Aura and Equipment attached to it.
"Two things a warrior needs: a strong sword and a strong will."
2/2
Timely Ward

Timely Ward {2}{W}

Enchantment - Aura
You may cast this spell as though it had flash if it targets a commander.
Enchant creature
Enchanted creature has indestructible.
Behind every general who leads from the front is a nervous mage with a spell at the ready.
Blazing Sunsteel

Blazing Sunsteel {1}{R}

Artifact - Equipment
Equipped creature gets +1/+0 for each opponent you have.
Whenever equipped creature is dealt damage, it deals that much damage to any target.
Equip {4}
Wyleth emerged from the crater unscathed with the sun's fury trapped in his hands.
Aesi, Tyrant of Gyre Strait

Aesi, Tyrant of Gyre Strait {4}{G}{U}

Legendary Creature - Serpent
You may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, you may draw a card.
"To sail through those waters is to offer oneself as tribute."
—Captain Hoyrik
5/5
Trench Behemoth

Trench Behemoth {5}{U}{U}

Creature - Kraken
Return a land you control to its owner's hand: Untap this creature. It gains hexproof until end of turn.
Landfall — Whenever a land you control enters, target creature an opponent controls attacks during its controller's next combat phase if able.
7/7
Stumpsquall Hydra

Stumpsquall Hydra {X}{G}{G}{G}

Creature - Hydra
When this creature enters, distribute X +1/+1 counters among it and any number of commanders.
In preparation to grow new heads, a hydra may rid itself of older ones.
1/1
Elder Deep-Fiend

Elder Deep-Fiend {8}

Creature - Eldrazi Octopus
Flash
Emerge {5}{U}{U}
When you cast this spell, tap up to four target permanents.
5/6
Condemn

Condemn {W}

Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
"No doubt the arbiters would put you away, after all the documents are signed. But I will have justice now."
—Alovnek, Boros guildmage
Danitha Capashen, Paragon

Danitha Capashen, Paragon {2}{W}

Legendary Creature - Human Knight
First strike, vigilance, lifelink
Aura and Equipment spells you cast cost {1} less to cast.
"I will protect the less fortunate. I will love bravely. I will face despair and fight on. As a Capashen, I can do no less."
2/2
Dawn Charm

Dawn Charm {1}{W}

Instant
Choose one —
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
Disenchant

Disenchant {1}{W}

Instant
Destroy target artifact or enchantment.
Where the holy light of the angels has shone, only purity remains.
Related card: Garth One-Eye
Faith Unbroken

Faith Unbroken {3}{W}

Enchantment - Aura
Enchant creature you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +2/+2.
Flickerwisp

Flickerwisp {1}{W}{W}

Creature - Elemental
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Its wings disturb more than air.
3/1
Generous Gift

Generous Gift {2}{W}

Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
The best presents are impossible to regift.