Set:
Streets of New Capenna Commander
Type:
Land — Mountain Forest
Rarity:
Rare
({T}: Add {R} or {G}.)Cinder Glade enters the battlefield tapped unless you control two or more basic land...
Set:
Streets of New Capenna Commander
Type:
Legendary Creature — Elf Druid
Rarity:
Mythic
Cost:
{3}{W}
Convoke (Your creatures can help cast this spell. Each creature you tap while cas...
Set:
Streets of New Capenna Commander
Type:
Legendary Creature — Human Merfolk
Rarity:
Rare
Cost:
{1}{G}{U}
{G}{U}, {T}: Double the number of each kind of counter on target artifact, c...
Set:
Streets of New Capenna Commander
Type:
Sorcery
Rarity:
Rare
Cost:
{4}{B}{B}
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, ...
Set:
Streets of New Capenna Commander
Type:
Sorcery
Rarity:
Rare
Cost:
{3}{B}{B}
Return target creature card from your graveyard to the battlefield tapped.Cipher (Then you may exile th...
Set:
Streets of New Capenna Commander
Type:
Land — Island Swamp
Rarity:
Rare
({T}: Add {U} or {B}.)Sunken Hollow enters the battlefield tapped unless you control two or more basic lands....
Set:
Streets of New Capenna Commander
Type:
Sorcery
Rarity:
Rare
Cost:
{4}{G}{G}
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature w...
Set:
Streets of New Capenna Commander
Type:
Land
Rarity:
Rare
{1}, {T}: Add {G}{W}.
The ancient magic of the sun elves keeps these lands in an eternal summer.
Set:
Streets of New Capenna Commander
Type:
Sorcery
Rarity:
Rare
Cost:
{4}{G}{G}
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature w...
Set:
Streets of New Capenna Commander
Type:
Creature — Avatar
Rarity:
Rare
Cost:
{5}{R}{R}
HasteWhenever another creature you control dies, it deals damage equal to its power to target...
Set:
Streets of New Capenna Commander
Type:
Creature — Beast
Rarity:
Rare
Cost:
{4}{G}{G}
TrampleLieutenant — As long as you control your commander, Thunderfoot Baloth gets +2/+2 and o...
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. '