Set:
Commander 2016
Type:
Artifact
Rarity:
Uncommon
Cost:
{1}
{T}: Add {C}{C}.
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
Set:
Commander 2016
Type:
Land
Rarity:
Common
{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 directio...
Set:
Commander 2016
Type:
Land
Rarity:
Uncommon
Jungle Shrine enters the battlefield tapped.{T}: Add {R}, {G}, or {W}.
On Naya, ambition and treachery are scarce, hunted nearly to extinc...
Set:
Commander 2016
Type:
Land
Rarity:
Rare
{T}: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees tr...
Set:
Commander 2016
Type:
Land
Rarity:
Uncommon
Crumbling Necropolis enters the battlefield tapped.{T}: Add {U}, {B}, or {R}.
"They say the ruins of Sedraxis were once a shining capital ...
Set:
Commander 2016
Type:
Sorcery
Rarity:
Rare
Cost:
{G}
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic l...
Set:
Commander 2016
Type:
Sorcery
Rarity:
Rare
Suspend 4—{1}{R} (Rather than cast this card from your hand, pay {1}{R} and exile it with four time counters on it. At the beginning of you...
Set:
Commander 2016
Type:
Creature — Human Wizard
Rarity:
Rare
Cost:
{3}{U}
Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorce...
Set:
Commander 2016
Type:
Legendary Creature — Human Cleric
Rarity:
Mythic
Cost:
{3}{W}{B}
FlyingOther creatures you control get +1/+1.At the beginning of your upkeep, you may return t...
Set:
Commander 2016
Type:
Artifact — Equipment
Rarity:
Rare
Cost:
{2}
Equipped creature gets +1/+1 for each card in your hand.Equip {2}
A body clad in steel reflects a warrior's resolv...
Set:
Commander 2016
Type:
Artifact
Rarity:
Rare
Cost:
{2}
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.
The mine's ric...
Set:
Commander 2016
Type:
Sorcery
Rarity:
Rare
Cost:
{3}{U}{U}
Return all nonland permanents to their owners' hands.Miracle {1}{U} (You may cast this card for its miracle cost when you...
Set:
Commander 2016
Type:
Creature — Human Wizard
Rarity:
Rare
Cost:
{2}{G}{U}
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power...
Set:
Commander 2016
Type:
Sorcery
Rarity:
Rare
Cost:
{6}{U}
Undaunted (This spell costs {1} less to cast for each opponent.)Return all nonland permanents to their owners' hands.
The se...
Set:
Commander 2016
Type:
Creature — Horror
Rarity:
Rare
Cost:
{3}{U}{B}
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards....
Set:
Commander 2016
Type:
Creature — Vampire
Rarity:
Rare
Cost:
{4}{U}{B}{R}
Flying, trampleAt the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyra...
Set:
Commander 2016
Type:
Land
Rarity:
Uncommon
Mystic Monastery enters the battlefield tapped.{T}: Add {U}, {R}, or {W}.
When asked how many paths reach enlightenment, the monk kicked a...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '