The List

Fyndhorn Elves

Fyndhorn Elves {G}

Creature - Elf Druid
{T}: Add {G}.
"We could no more abandon the forest than the stars could abandon the night sky."
1/1
Gilanra, Caller of Wirewood

Gilanra, Caller of Wirewood {2}{G}

Legendary Creature - Elf Druid
{T}: Add {G}. When you spend this mana to cast a spell with mana value 6 or greater, draw a card.
Partner
"Something mighty stirs in the forest. Can't you feel it?"
1/2
Kamahl, Heart of Krosa

Kamahl, Heart of Krosa {6}{G}{G}

Legendary Creature - Human Druid
At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn.
{1}{G}: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land.
Partner
5/5
Slurrk, All-Ingesting

Slurrk, All-Ingesting {5}{G}

Legendary Creature - Ooze
Slurrk enters with five +1/+1 counters on it.
Whenever Slurrk or another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on each creature you control that has a +1/+1 counter on it.
Partner
0/0
Kangee's Lieutenant

Kangee's Lieutenant {2}{W}

Creature - Bird Soldier
Flying
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore {5}{W}
1/1
Three Visits

Three Visits {1}{G}

Sorcery
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Those who love the woods only wish to spread its majesty.
Araumi of the Dead Tide

Araumi of the Dead Tide {1}{U}{B}

Legendary Creature - Merfolk Wizard
{T}, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost.
1/4
Keeper of the Accord

Keeper of the Accord {3}{W}

Creature - Human Soldier
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
3/4
Hans Eriksson

Hans Eriksson {2}{R}{G}

Legendary Creature - Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
"Nothing could ruin such a fine day, Saffi."
1/4
Imoti, Celebrant of Bounty

Imoti, Celebrant of Bounty {3}{G}{U}

Legendary Creature - Snake Druid
Cascade
Spells you cast with mana value 6 or greater have cascade.
3/1
Jared Carthalion, True Heir

Jared Carthalion, True Heir {R}{G}{W}

Legendary Creature - Human Warrior
When Jared Carthalion enters, target opponent becomes the monarch. You can't become the monarch this turn.
If damage would be dealt to Jared Carthalion while you're the monarch, prevent that damage and put that many +1/+1 counters on it.
"I'm here for what's mine."
3/3
Kwain, Itinerant Meddler

Kwain, Itinerant Meddler {W}{U}

Legendary Creature - Rabbit Wizard
{T}: Each player may draw a card, then each player who drew a card this way gains 1 life.
"Why so slow, why so slow? Hurry up! You never know what you'll find."
1/3
Liesa, Shroud of Dusk

Liesa, Shroud of Dusk {2}{W}{W}{B}

Legendary Creature - Angel
Rather than pay {2} for each previous time you've cast this spell from the command zone this game, pay 2 life that many times.
Flying, lifelink
Whenever a player casts a spell, they lose 2 life.
5/5
Kinsbaile Courier

Kinsbaile Courier {2}{W}

Creature - Kithkin Soldier
When this creature enters, put a +1/+1 counter on target creature.
Encore {2}{W}
2/1
Reyav, Master Smith

Reyav, Master Smith {R}{W}

Legendary Creature - Dwarf Artificer
Whenever a creature you control that's enchanted or equipped attacks, that creature gains double strike until end of turn.
"There's always room for improvement."
2/2
Akroma's Will

Akroma's Will {3}{W}

Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Commander's Plate

Commander's Plate {1}

Artifact - Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander {3}
Equip {5}
Not all beautiful things are fragile.
Phyrexian Triniform

Phyrexian Triniform {9}

Artifact Creature - Phyrexian Golem
When this creature dies, create three 3/3 colorless Phyrexian Golem artifact creature tokens.
Encore {12}
9/9
Thought Vessel

Thought Vessel {2}

Artifact
You have no maximum hand size.
{T}: Add {C}.
Infinite possibilities contained in a finite space.
Command Tower

Command Tower

Land
{T}: Add one mana of any color in your commander's color identity.
When defeat is near and guidance is scarce, all eyes look in one direction.
Related cards: Command Mine Command Power Plant Tower Winder
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}.
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.
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.
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.
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