Set:
Zendikar Rising Commander
Type:
Sorcery
Rarity:
Rare
Cost:
{3}{W}{W}{W}
This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield.Destroy al...
Set:
Zendikar Rising Commander
Type:
Creature — Angel
Rarity:
Mythic
Cost:
{3}{W}{W}{W}
FlyingLandfall — Whenever a land enters the battlefield under your control, you may exile target...
Set:
Zendikar Rising Commander
Type:
Land
Rarity:
Rare
Needle Spires enters the battlefield tapped.{T}: Add {R} or {W}.{2}{R}{W}: Needle Spires becomes a 2/1 red and white Elemental crea...
Set:
Zendikar Rising Commander
Type:
Legendary Creature — Elf Ally
Rarity:
Rare
Cost:
{2}{R}{G}
You may play an additional land on each of your turns.{R}{G}, Return a land you control ...
Set:
Zendikar Rising Commander
Type:
Creature — Angel
Rarity:
Rare
Cost:
{5}{W}{W}
FlyingLandfall — Whenever a land enters the battlefield under your control, you may return target non...
Set:
Zendikar Rising Commander
Type:
Enchantment
Rarity:
Rare
Cost:
{2}{G}
At the beginning of each player's draw step, that player draws an additional card.Each player may play an add...
Set:
Zendikar Rising Commander
Type:
Legendary Creature — Elemental
Rarity:
Mythic
Cost:
{3}{R}{R}{G}{G}
Landfall — Whenever a land enters the battlefield under your control, create a ...
Set:
Zendikar Rising Commander
Type:
Creature — Kraken
Rarity:
Rare
Cost:
{5}{U}{U}
When Scourge of Fleets enters the battlefield, return each creature your opponents control with toug...
Set:
Zendikar Rising Commander
Type:
Legendary Creature — Merfolk Rogue
Rarity:
Rare
Cost:
{U/B}{U/B}
At the beginning of each end step, if an opponent lost 3 or more life this turn, y...
Set:
Zendikar Rising Commander
Type:
Creature — Angel
Rarity:
Rare
Cost:
{2}{W}{W}
FlyingLandfall — Whenever a land enters the battlefield under your control, you may create a 1/1 whit...
Set:
Zendikar Rising Commander
Type:
Creature — Human Rogue
Rarity:
Rare
Cost:
{2}{U}{B}
FlashIf an opponent would draw a card except the first one they draw in each of their draw step...
Set:
Zendikar Rising Commander
Type:
Creature — Beast
Rarity:
Rare
Cost:
{4}{G}{G}
TrampleLandfall — Whenever a land enters the battlefield under your control, you may create a 4/4 gre...
Set:
Zendikar Rising Commander
Type:
Tribal Sorcery — Rogue
Rarity:
Rare
Cost:
{3}{U}
Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this tur...
Set:
Zendikar Rising Commander
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 ...
Set:
Zendikar Rising Commander
Type:
Enchantment — Saga
Rarity:
Rare
Cost:
{3}{G}{G}
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I, II — Mil...
Set:
Zendikar Rising Commander
Type:
Instant
Rarity:
Rare
Cost:
{4}{G}
Choose one —• Draw cards equal to the greatest power among non-Human creatures you control.• Non-Human creatures ...
Set:
Zendikar Rising Commander
Type:
Creature — Elemental
Rarity:
Rare
Cost:
{R}{R}{G}
{1}{R}, Discard a land card: Living Twister deals 2 damage to any target.{G}: Return a tapped lan...
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. '