Set:
Streets of New Capenna Commander
Type:
Creature — Rhino Druid
Rarity:
Rare
Cost:
{3}{W}
At the beginning of your upkeep, each opponent choses money, friends, or secrets. For each ...
Set:
Streets of New Capenna Commander
Type:
Enchantment
Rarity:
Rare
Cost:
{3}{R}
At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of...
Set:
Streets of New Capenna Commander
Type:
Enchantment
Rarity:
Rare
Cost:
{3}{R}
At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of...
Set:
Streets of New Capenna Commander
Type:
Artifact — Equipment
Rarity:
Rare
Cost:
{2}{U}
Whenever equipped creature deals combat damage to a player, it connives X, where X is the amo...
Set:
Streets of New Capenna Commander
Type:
Creature — Human Wizard
Rarity:
Rare
Cost:
{2}{R}
{1}{R}, {T}, Sacrifice Magus of the Wheel: Each player discards their hand, then draws sev...
Set:
Streets of New Capenna Commander
Type:
Sorcery
Rarity:
Rare
Cost:
{3}{B}
Each opponent separates the creatures they control into two piles. For each opponent, you choose one of th...
Set:
Streets of New Capenna Commander
Type:
Creature — Elemental Druid
Rarity:
Common
Cost:
{1}{G}
{T}: Add {G}. If you control four or more creatures, add {G}{G} instead.
"I am rooted...
Set:
Streets of New Capenna Commander
Type:
Creature — Spirit Rogue
Rarity:
Rare
Cost:
{1}{U}
Whenever Ghostly Pilferer becomes untapped, you may pay {2}. If you do, draw a card.Whenev...
Set:
Streets of New Capenna Commander
Type:
Enchantment
Rarity:
Rare
Cost:
{2}{G}
When Killer Service enters the battlefield, create a number of Food tokens equal to the number of oppo...
Set:
Streets of New Capenna Commander
Type:
Land
Rarity:
Rare
{T}: Add {C}.{X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.
When a werewolf changes for the...
Set:
Streets of New Capenna Commander
Type:
Land
Rarity:
Uncommon
Jungle Shrine enters the battlefield tapped.{T}: Add {R}, {G}, or {W}.
On Naya, ambition and treachery are scarce, hunte...
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. '