

20 Ways to Win
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Released 100 cards
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Full Decklist: 20 Ways to Win
20 Ways to Win is a ready-made 100-card Commander deck. These are all of its cards, with the commander that leads it first.
Commander
Mainboard
- 1× Alseid of Life's Bounty
- 1× Approach of the Second Sun
- 1× Arcane Signet
- 1× Augur of Autumn
- 1× Auriok Champion
- 1× Austere Command
- 1× Azorius Guildgate
- 1× Baldur's Gate
- 1× Biovisionary
- 1× Black Dragon Gate
- 1× Boros Guildgate
- 1× Bountiful Promenade
- 1× Brushland
- 1× Chromatic Lantern
- 1× Circuitous Route
- 1× Citadel Gate
- 1× Clever Concealment
- 1× Cliffgate
- 1× Command Tower
- 1× Crib Swap
- 1× Darksteel Citadel
- 1× Darksteel Mutation
- 1× Dimir Guildgate
- 1× Drown in Dreams
- 1× Dryad of the Ilysian Grove
- 1× Eerie Ultimatum
- 1× Exotic Orchard
- 1× Faeburrow Elder
- 1× Felidar Sovereign
- 1× Fertile Ground
- 1× Forbidden Orchard
- 1× Forest
- 1× Forgotten Ancient
- 1× Gateway Plaza
- 1× Ghostly Prison
- 1× Ghoulish Impetus
- 1× Golgari Guildgate
- 1× Gond Gate
- 1× Gruul Guildgate
- 1× Halo Fountain
- 1× Hangarback Walker
- 1× Happily Ever After
- 1× Heap Gate
- 1× Heliod, Sun-Crowned
- 1× Heliod's Intervention
- 1× Helix Pinnacle
- 1× Hellkite Tyrant
- 1× Homeward Path
- 1× Izzet Guildgate
- 1× Kynaios and Tiro of Meletis
- 1× Lightning Greaves
- 1× Lignify
- 1× Liliana's Contract
- 1× Mangara, the Diplomat
- 1× Manor Gate
- 1× Maskwood Nexus
- 1× Mayael's Aria
- 1× Maze's End
- 1× Mechanized Production
- 1× Monologue Tax
- 1× Morbid Opportunist
- 1× Mystic Remora
- 1× Orzhov Guildgate
- 1× Overgrown Farmland
- 1× Pariah
- 1× Path of Ancestry
- 1× Plains
- 1× Plaza of Harmony
- 1× Rakdos Guildgate
- 1× Razorverge Thicket
- 1× Reflecting Pool
- 1× Revel in Riches
- 1× Rite of Replication
- 1× Sanctum Weaver
- 1× Sea Gate
- 1× Seedborn Muse
- 1× Selesnya Guildgate
- 1× Shalai, Voice of Plenty
- 1× Shiny Impetus
- 1× Simic Ascendancy
- 1× Simic Guildgate
- 1× Sol Ring
- 1× Soul's Attendant
- 1× Sphinx's Revelation
- 1× Sun Titan
- 1× Sunscorch Regent
- 1× Supreme Verdict
- 1× Taurean Mauler
- 1× Test of Endurance
- 1× The Eternal Wanderer
- 1× The World Tree
- 1× Thornglint Bridge
- 1× Tireless Tracker
- 1× Trace of Abundance
- 1× Tragic Arrogance
- 1× Triskaidekaphile
- 1× Twenty-Toed Toad
- 1× Wooded Bastion
- 1× Yahenni, Undying Partisan
Rulings for the Cards on This Page
explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
279 rulings for 77 cards
Approach of the Second Sun
Approach of the Second Sun has no effect until it's resolving. If the second one you cast is countered, you won't win the game.
A card that changes zones is considered a new object, so casting the same Approach of the Second Sun card on a later turn is “another spell” named Approach of the Second Sun.
If you have fewer than six cards in your library, you'll put Approach of the Second Sun on the bottom of your library. Otherwise, you'll lift up the top six cards without looking at them and place Approach of the Second Sun just under them.
The second Approach of the Second Sun that you cast must be cast from your hand, but first may have been cast from anywhere.
A copy of a spell isn't cast, so it won't count as the first nor as the second Approach of the Second Sun.
As your second Approach of the Second Sun resolves, it checks only whether the first one was cast, not whether the first one resolved. If your first Approach of the Second Sun was countered, you'll still win the game as your second one resolves.
Arcane Signet
If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the ability adds one mana of any color in their combined color identities.
If you don't have a commander, Arcane Signet's ability produces no mana.
Augur of Autumn
If the top card of your library changes during the process of casting a spell or activating an ability, you can't look at the new top card until the process of casting the spell or activating the ability ends (all targets are chosen, all costs are paid, and so on).
Essentially, Augur of Autumn lets you play with the top card of your library revealed only to you. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand. You may look at the top card of your library whenever you want, even if you don't have priority. This action doesn't use the stack.
A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
You still pay all costs for that spell, including additional costs. You may also pay alternative costs.
For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
While you have three creatures with different powers, Augur of Autumn allows you to cast the top card of your library if it's a creature card, it's your main phase, and the stack is empty. If that creature card has flash, you'll be able to cast it any time you could cast an instant, even on an opponent's turn.
Augur of Autumn doesn't change the times when you can play a land card from the top of your library. You can play a land only during your main phase when you have priority and the stack is empty. Doing so counts as your land play for the turn.
The top card of your library isn't in your hand, so you can't suspend it, cycle it, discard it, or activate any of its activated abilities.
Auriok Champion
Gaining life when a creature enters is optional.
Austere Command
If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
Azorius Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Biovisionary
If you don’t control four or more creatures named Biovisionary at the beginning of the end step, the ability won’t trigger.
Token creatures that are a copy of Biovisionary will count.
If the ability does trigger, but you don’t control four or more creatures named Biovisionary when the ability tries to resolve, the ability will do nothing.
Boros Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Bountiful Promenade
If you began the game with two or more opponents but now only have one opponent left, these lands enter the battlefield tapped.
Chromatic Lantern
Lands you control won't lose any other abilities they had. They also won't gain or lose any land types.
Clever Concealment
If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
Choices made for permanents as they entered the battlefield are remembered when they phase in.
As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
An attacking or blocking creature that phases out is removed from combat.
Command Tower
If you have two commanders, the ability adds one mana of any color in their combined color identities.
If you don't have a commander, Command Tower's ability produces no mana.
If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce {C}.
Crib Swap
Some older cards were originally printed with the "tribal" card type. That card type has been replaced with "kindred." This change does not affect the gameplay function of these cards.
While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
The subtype Shapeshifter that appears on the type line is mostly there to reinforce the flavor. A creature card with changeling is just as much a Kithkin, a Goblin, a Merfolk, and a Brushwagg as it is a Shapeshifter.
If an effect causes a creature with changeling to lose all abilities, it will remain all creature types, even though it will no longer have changeling. This is because changeling applies before the effect that removes it.
Changeling is a characteristic-defining ability. It functions in all zones, not only while a card that has it is on the battlefield.
If an effect causes a creature with changeling to become a new creature type, it will be only that new creature type (unless the effect says "in addition" or similar). It will still have changeling; the effect making it all creature types will simply be overwritten.
Kindred is a card type that allows noncreature cards to have creature types. For example, Morcant's Eyes is an Elf (although not a creature) while on the battlefield and an Elf card (although not a creature card) in zones other than the battlefield.
Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
This card was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
Kindred is a card type (like creature or instant), not a supertype (like legendary).
Changeling applies in all zones, not just the battlefield.
If the target creature is an illegal target by the time Crib Swap tries to resolve, the spell won't resolve. No player will create a Shapeshifter token.
Darksteel Citadel
Although Darksteel Citadel is an artifact, it can't be cast as a spell. Playing it follows the normal rules for playing a land.
Darksteel Mutation
The creature will keep any supertypes it previously had. Notably, if Darksteel Mutation is enchanting a legendary creature, that creature will continue to be legendary. Also, if it's enchanting a commander, that creature will continue to be a commander.
However, Darksteel Mutation does not overwrite effects that change the enchanted creature's power or toughness without setting it to a specific value (such as the ones created by Giant Growth or Glorious Anthem). It also won't overwrite the effect of counters.
The enchanted creature will be only an artifact and a creature, not any other card types. It will be only an Insect, not any other creature types.
Darksteel Mutation causes the enchanted creature to lose all abilities except indestructible at the time it becomes enchanted. Any abilities the creature gains after that point will work normally.
Darksteel Mutation overwrites the printed power and toughness of the enchanted creature, as well as any characteristic-defining abilities that define power and/or toughness.
In some rare cases, the creature may have subtypes other than creature types before becoming enchanted with Darksteel Mutation. If it had any other artifact subtypes (such as Equipment), it will retain those. If it had any subtypes other than artifact types and creature types (such as Shrine), it won't retain those.
Darksteel Mutation overwrites any previous effects that set the enchanted creature's power or toughness to a specific value. Any such effects that start to apply after Darksteel Mutation entered the battlefield will work normally.
Darksteel Mutation doesn't affect the enchanted creature's colors, if any. It will continue to be whatever color or colors it was before Darksteel Mutation entered the battlefield.
Dimir Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Drown in Dreams
You may target the same player with both modes or target different players. The effects happen in the order they're listed on the card.
Controlling a commander means that you control a permanent on the battlefield that is someone's commander. It can be yours or another player's. Controlling a commander spell on the stack will not allow you to choose both modes.
Dryad of the Ilysian Grove
Dryad of the Ilysian Grove’s first ability is cumulative if you control more than one. It’s also cumulative with other effects that let you play additional lands, such as the one from Escape to the Wilds.
Each land you control will have the land types Plains, Island, Swamp, Mountain, and Forest. They’ll also have the mana ability of each basic land type (for example, Forests have “{T}: Add {G}.”). They’ll still have their other subtypes and abilities.
Giving a land additional basic land types doesn’t change its name or whether it’s legendary or basic.
Eerie Ultimatum
You choose which permanent cards to return while Eerie Ultimatum is resolving. No player may take actions between the time you choose and the time those cards return to the battlefield.
If an Aura is put onto the battlefield without being cast, the Aura’s controller-to-be chooses what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in its current zone.
An Aura being put onto the battlefield this way can’t enchant anything else that is being put onto the battlefield at the same time.
You may choose to return just one permanent card, regardless of its name.
Exotic Orchard
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Faeburrow Elder
Faeburrow Elder's middle ability can give it at most +5/+5, that is, +1/+1 each for white, blue, black, red, and green. "Gold," "multicolor," and "colorless" aren't colors. Similarly, Faeburrow Elder's last ability can produce at most five mana.
Since Faeburrow Elder is a green and white permanent, its middle ability usually gives it at least +2/+2 and its last ability usually produces at least {G}{W}.
Felidar Sovereign
Felidar Sovereign's triggered ability checks to see if you have 40 or more life as your upkeep begins. If you don't, the ability won't trigger at all. If you do, the ability will check again as it tries to resolve. If you don't have 40 or more life at that time, the ability won't do anything.
In a Two-Headed Giant game, your life total is the same as your team's life total. As such, the ability triggers if your team has 40 or more life.
Forgotten Ancient
Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
Ghostly Prison
Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
In the Two-Headed Giant format, you still only have to pay once per creature.
Ghoulish Impetus
If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent protects, or a player who goaded it.
Attacking with a goaded creature doesn't cause it to stop being goaded. If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
Go-Shintai of Life's Origin
If a token copy of Go-Shintai of Life's Origin enters the battlefield, it will cause its own triggered ability to trigger.
Golgari Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Gruul Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Halo Fountain
Activating mana abilities is done before paying costs when activating an ability. This means that if you control a creature which can be tapped for mana, such as Avacyn's Pilgrim, you may both tap it for mana and untap it to pay costs for Halo Fountain's activated abilities.
Untapping creatures is part of the cost of all of Halo Fountain's abilities. Once you've begun activating an ability, other players can't take actions until you have finished activating it, including paying its costs. Notably, players can't take actions to remove the creatures from the battlefield to prevent you from untapping them to pay for the ability.
Hangarback Walker
The value of each X in Hangarback Walker's mana cost must be equal. For example, if X is 2, you'll pay {4} to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
If enough -1/-1 counters are put on Hangarback Walker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you'll get three Thopter tokens. That's because Hangarback Walker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
Happily Ever After
Lands are normally colorless permanents, even if they tap for mana of a certain color.
In a Two-Headed Giant game, Happily Ever After's first ability causes each team to gain 5 life twice.
Players can't take any actions during your turn before your upkeep begins.
The second triggered ability of Happily Ever After has one very long intervening "if" clause. This means that all of the conditions must be true as your upkeep begins—you must control permanents with all five colors, your permanents and graveyard must contain six or more card types, and your life total must be high enough—or the ability won't trigger at all. If they're not all true as the ability resolves, you won't win the game.
The card types that could appear among your permanents and cards in your graveyard are artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Supertypes, such as legendary and basic, aren't card types.
You could have one permanent that's all five colors, or the five colors could be spread out among any number of permanents.
Ignore the alternative characteristics of an adventurer card in your graveyard. Its alternative card type won't be counted among the card types of cards in your graveyard.
Heliod, Sun-Crowned
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Heliod's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
Heliod's triggered ability triggers just once for each life-gaining event, whether it's 1 life from Daxos, Blessed by the Sun or 3 life from Cling to Dust. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and Heliod's ability triggers only once.
When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
Heliod can be the target of its own triggered ability.
If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
Counters put on a God remain on it while it's not a creature, even if they have no effect.
A noncreature enchantment with a +1/+1 counter on it will be unaffected by that counter until it becomes a creature, at which time it will get +1/+1 for that counter.
If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
If you put an Aura on an opponent's permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
If a creature is dealt lethal damage at the same time that you gain life, it can't receive a counter from Heliod's ability in time to save it.
Multiple instances of lifelink on the same creature are redundant.
Heliod's Intervention
The second mode of Heliod's Intervention causes the player to gain one amount of life equal to twice X. It doesn't cause the player to gain X life then gain X life again.
Helix Pinnacle
Helix Pinnacle’s triggered ability has an “intervening ‘if’ clause.” That means (1) the ability won’t trigger at all unless Helix Pinnacle already has 100 or more tower counters on it as your upkeep begins, and (2) the ability will do nothing if Helix Pinnacle has lost enough counters such that it has fewer than 100 counters on it when the ability resolves.
If Helix Pinnacle leaves the battlefield before its triggered ability resolves, check the number of counters that were on it as it last existed on the battlefield.
Hellkite Tyrant
If you don't control twenty or more artifacts at the beginning of your upkeep, Hellkite Tyrant's last ability won't trigger. If it does trigger, it will check again when it tries to resolve. If you don't control twenty or more artifacts at that time, the ability will do nothing.
Homeward Path
The owner of a token is the player under whose control the token was put onto the battlefield.
The owner of a card is the player who started the game with that card in their deck.
Izzet Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Kynaios and Tiro of Meletis
Starting with you and proceeding in turn order, each player chooses a land card from their hand or chooses not to choose one, but doesn’t reveal any chosen lands yet. Once all players have made this choice, all chosen lands are revealed and enter the battlefield simultaneously.
If the card you draw is a land card, you may choose it to put onto the battlefield.
Lightning Greaves
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
Lignify
While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
Lignify will overwrite any previous effects that set the enchanted creature's power or toughness (such as Serendib Sorcerer does). Any such effects that apply after Lignify entered will work normally.
Lignify will not overwrite effects such as those from Glorious Anthem, counters, or Giant Growth that change the enchanted creature's power or toughness without setting it to a specific value. Apply such effects after applying Lignify.
Lignify overwrites previous effects that changed the enchanted creature's creature types. Any such effects that apply after Lignify enters will work normally.
Lignify overwrites characteristic-defining abilities that specify the enchanted creature's power or toughness (such as the one Dauntless Dourbark has) or that specify its creature types (such as changeling does).
Lignify will overwrite static abilities that come from the creature itself (such as the one on Verduran Enchantress) because Lignify causes the creature to lose that ability before it gets a chance to apply.
If the enchanted creature has a characteristic-defining ability that specifies its color, that ability will still have its effect because it's applied before the creature loses the ability.
If Lignify leaves the battlefield, the creature goes back to being what it was before. Any effects that applied while the Lignify was on the battlefield, such as Giant Growth or Lace with Moonglove, will continue to apply.
If a previous effect switched the creature's power and toughness, that effect still applies (though it will apply to the creature's new power and toughness).
Lignify causes the enchanted creature to lose all abilities it had at the time it became enchanted. Any abilities granted to the creature after Lignify entered the battlefield will work normally.
Liliana's Contract
If the second ability does trigger, but you no longer control four Demons with different names as the ability resolves, you won’t win the game.
If you don’t control four Demons with different names as your upkeep begins, the second ability of Liliana’s Contract won’t trigger. You can’t take any actions during your turn before your upkeep begins.
Mangara, the Diplomat
You draw just one card, no matter how many creatures are attacking you and your planeswalkers beyond the second.
If your opponent attacks you with one creature and your planeswalker with another, you draw a card.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If some of the attacking creatures leave the battlefield while Mangara's triggered ability is on the stack, use the player or planeswalker they were attacking before they left to determine whether you draw a card. On the other hand, if they're removed from combat without leaving the battlefield, use their current information to determine that they're not attacking you or a planeswalker you control anymore.
Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
Maskwood Nexus
If an effect causes a creature with changeling to lose all abilities, it will remain all creature types, even though it will no longer have changeling. This is because changeling applies before the effect that removes it.
Changeling is a characteristic-defining ability. It functions in all zones, not only while a card that has it is on the battlefield.
If an effect causes a creature with changeling to become a new creature type, it will be only that new creature type. It will still have changeling; the effect making it all creature types will simply be overwritten.
Replacement effects that modify how creatures of a certain creature type enter the battlefield will apply after you apply the effect of Maskwood Nexus. For example, if you control Maskwood Nexus and an effect says that each Warrior you control enters the battlefield with an additional +1/+1 counter on it, any creature that enters the battlefield under your control will get that counter.
The subtype Shapeshifter that appears on the type line is mostly there to reinforce the flavor. A creature card with changeling is just as much an Elf, a Dwarf, a Sliver, a Goat, a Coward, and a Zombie as it is a Shapeshifter.
The tokens created by the activated ability will continue to have all creature types if Maskwood Nexus leaves the battlefield because those tokens have changeling. Other creatures you control will revert to their usual creature types unless another relevant effect is affecting them.
Mayael's Aria
This ability triggers at the beginning of each of your upkeeps. Whether you control any applicable creatures is checked only when the ability resolves.
The three parts of the ability happen sequentially. For example, if you control a creature with 9 power when the ability starts to resolve, you'll put a +1/+1 counter on each creature you control — and now, since you control a creature with 10 power, you'll gain 10 life.
Maze's End
Returning Maze's End to its owner's hand is part of the cost to activate its last ability. Once that ability is announced, players can't respond to it until after you've paid its activation cost and returned Maze's End to hand.
Putting a Gate onto the battlefield with Maze's End doesn't count as the one land you can play during your turn. If it's your turn, you can play Maze's End or a different land card from your hand after its ability has resolved.
When the last ability of Maze's End resolves, you'll search for a Gate and put it onto the battlefield before checking to see if you win the game. This check will happen even if you don't put a Gate onto the battlefield this way. This check will happen only as the ability resolves, not at other times.
Controlling multiple Gates with the same name has no effect on your ability to win the game with Maze's End. The excess Gates are simply ignored.
Mechanized Production
Any abilities that trigger on the token being created won't resolve until after Mechanized Production's triggered ability has finished resolving entirely and performed its check for eight artifacts with the same name.
If Mechanized Production and the enchanted artifact leave the battlefield simultaneously in response to the triggered ability, then the effect creates a token that's a copy of the artifact as it last existed on the battlefield.
If the copied artifact is copying something else (for example, if the copied artifact is a Sculpting Steel), then the token enters the battlefield as whatever that artifact copied.
The eight artifacts with the same name don't have to have the same name as the enchanted artifact. For example, you win the game if you control eight Thopter artifact creature tokens as Mechanized Production's ability resolves, even if Mechanized Production isn't attached to a Thopter.
All eight of the permanents sharing a name must be artifacts. If you control only seven artifacts with the same name and a nonartifact permanent with that same name, you won't win the game.
The token copies exactly what was printed on the original artifact and nothing else (unless that artifact is copying something else or is a token; see below). It doesn't copy whether that artifact is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its types, color, or so on.
If you control eight or more artifacts that share a name while you control Mechanized Production, you won't win the game yet. You'll win the game while resolving its triggered ability during your upkeep.
If the copied artifact has {X} in its mana cost, X is considered to be zero.
If the copied artifact is a token, the token that's created copies the original characteristics of that token as stated by the effect that created it.
If the enchanted artifact leaves the battlefield in response to Mechanized Production's triggered ability but Mechanized Production does not, Mechanized Production is put into its owner's graveyard as a state-based action with no enchanted artifact. The triggered ability creates no token, but you can still win the game if you control enough artifacts with the same name.
Any enters-the-battlefield abilities of the copied artifact trigger when the artifact token enters the battlefield. The artifact token also has any "this enters the battlefield with" or "as this enters the battlefield" abilities that the copied artifact has.
Monologue Tax
Nothing special happens on the third spell, fourth spell, and so on.
The ability can trigger once each turn for each opponent.
It doesn't matter if Monologue Tax was on the battlefield for the first spell. It also doesn't matter if that first spell resolved or not.
Morbid Opportunist
If Morbid Opportunist dies at the same time as one or more other creatures, Morbid Opportunist's ability still triggers.
Mystic Remora
Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don't, sacrifice it."
Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if Mystic Remora has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice it.
Orzhov Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Overgrown Farmland
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Pariah
If you control multiple Pariahs enchanting different creatures, you choose which redirection effect to apply. You can't divide damage dealt by one source or combat damage dealt by multiple creatures simultaneously. For example, if a spell would deal 6 damage to you and you control multiple Pariahs, you may have that 6 damage dealt to either of the enchanted creatures instead, but you can't choose to have 3 damage dealt to each one.
If you would be dealt combat damage, the damage dealt to the enchanted creature instead is still combat damage.
Path of Ancestry
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
Plaza of Harmony
The types of mana are white, blue, black, red, green, and colorless.
Any additions to a Gate’s land types or abilities gained by a Gate can affect the types of mana a Gate can produce.
Plaza of Harmony checks the effects of all mana-producing abilities of Gates you control, but it doesn’t check their costs or legality. For example, it doesn’t check whether a Gate is untapped.
Rakdos Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Razorverge Thicket
If one of these lands enters the battlefield under your control and you control zero, one, or two other lands, it enters the battlefield untapped. If you control three or more other lands, however, it enters the battlefield tapped.
If one of these lands enters the battlefield at the same time as one or more other lands (due to Oblivion Sower or Warp World, perhaps), it doesn't take those lands into consideration when determining how many other lands you control.
Reflecting Pool
Any change to a land’s type or abilities gained by a land can affect the types of mana a land can produce.
Multiple Reflecting Pools won’t help each other produce mana. If you control a Reflecting Pool, and all other lands you control either lack mana abilities or are other Reflecting Pools, you may still activate Reflecting Pool’s ability—it just won’t produce any mana.
Reflecting Pool’s ability checks the effects of all mana-producing abilities of lands you control, but it doesn’t check their costs or legality. For example, Spire of Industry says “{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.” If you control Spire of Industry and Reflecting Pool, you can tap Reflecting Pool for any color of mana. It doesn’t matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
The types of mana are white, blue, black, red, green, and colorless.
Reflecting Pool’s ability doesn’t care about any restrictions or riders your lands put on the mana they produce, such as those of Plaza of Heroes or Power Depot. It just produces one mana of the appropriate type, with no restrictions or riders.
Revel in Riches
If you don't control ten Treasures as your upkeep begins, the second ability of Revel in Riches won't trigger. You can't take any actions during your turn before your upkeep begins.
If the second ability of Revel in Riches causes you to win the game, please refrain from throwing your Treasure tokens into the air as this may distract or injure other players.
If an opponent's creature dies at the same time that Revel in Riches is destroyed, you'll get a Treasure.
If you don't control ten Treasures as the second ability of Revel in Riches resolves, you won't win the game.
Rite of Replication
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
If the copied creature has {X} in its mana cost, X is 0.
The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
"Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If a spell's kicker cost was paid, the spell is "kicked."
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
The kicker ability doesn't let you pay a kicker cost more than once.
Sanctum Weaver
Sanctum Weaver's ability is a mana ability and does not use the stack. This means that no player can respond to the ability by taking an action that would reduce the number of enchantments you have.
Seedborn Muse
All your permanents untap during each other player's untap step. You have no choice about what untaps.
Other effects can prevent a permanent from untapping during an untap step. You do need to look carefully, however, as many effects say that the permanent does not untap during its controller's untap step, and this card's ability occurs during other players' untap steps. If a card does say this, then Seedborn Muse can untap it. But some other abilities are not written this way and can still prevent a card from untapping.
Selesnya Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Shiny Impetus
If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
Shiny Impetus causes you to create a Treasure token, not the attacking creature's controller.
Simic Ascendancy
If Simic Ascendancy doesn't have twenty or more growth counters on it as your upkeep begins, its last ability won't trigger. You can't take any actions during your turn before your upkeep begins.
If the last ability does trigger, but counters are removed from Simic Ascendancy so it has fewer than twenty remaining on it, you won't win the game.
If the last ability does trigger, but Simic Ascendancy leaves the battlefield, use the number of counters it had on it immediately before it left the battlefield to determine whether you win the game.
An ability that triggers when counters are put on a permanent will trigger if that permanent somehow enters the battlefield with those counters.
Simic Guildgate
Gate is not a basic land type.
The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
Soul's Attendant
If Soul's Attendant and another creature enter at the same time, Soul's Attendant's ability will trigger.
Sphinx's Revelation
If the value chosen for X is larger than the number of cards left in your library, you'll lose the game the next time state-based actions are performed.
Sun Titan
If the mana cost of a card in your graveyard includes {X}, X is considered to be 0.
If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
Taurean Mauler
Taurean Mauler's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
Test of Endurance
Test of Endurance’s ability will check your life total as your upkeep begins, before any player has the opportunity to take any actions. If you don’t have 50 or more life at that time, the ability won’t trigger at all. If the ability does trigger, it will check again as it tries to resolve. If your life total has fallen below 50 at that point, the ability won’t have any effect.
The Eternal Wanderer
If the permanent that returns to the battlefield has any abilities that trigger at the beginning of the end step, those abilities won't trigger that turn.
For the first loyalty ability, the exiled card will return to the battlefield at the beginning of that player's next end step even if The Eternal Wanderer is no longer on the battlefield at that time.
For the last loyalty ability, none of the chosen creatures are targets of the ability. You may choose creatures with hexproof, for example, and choosing a creature with ward will not cause the ward ability to trigger.
Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it's considered a new object with no relation to the object that it was.
The Eternal Wanderer does not have a planeswalker type.
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
The World Tree
The World Tree’s third ability doesn’t cause lands you control to lose any of their abilities. It also doesn’t cause lands you control to gain or lose any land types.
Tireless Tracker
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. As a result, you can have those abilities resolve in the order of your choosing.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.
If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
Tragic Arrogance
None of the chosen permanents are targets of Tragic Arrogance.
If a permanent has more than one of the affected types, it can count for any of them. For example, you could choose an artifact creature as the artifact you're sparing, another creature as the creature, and an enchantment creature as the enchantment. Similarly, you could choose an enchantment creature as both the creature and the enchantment that you're sparing, even if the player controls another creature and/or another enchantment.
Triskaidekaphile
Triskaidekaphile's triggered ability will trigger only if you have exactly thirteen cards in your hand as your upkeep starts. If you have fewer cards in your hand, you won't be able to draw cards during your upkeep in time to cause the ability to trigger.
Twenty-Toed Toad
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Twenty-Toed Toad onto the battlefield and then put Spellbook (an artifact that says you have no maximum hand size) onto the battlefield, you would have no maximum hand size. However, if those permanents entered in the opposite order, your maximum hand size would he twenty.
Your maximum hand size is only checked during the cleanup step of your turn. At other times, you may have more cards in hand than your maximum hand size.
Twenty-Toed Toad's last ability will trigger whenever it attacks, no matter how many counters are on it or cards you have in your hand at that time. The number of counters on it and the number of cards in your hand are only checked when that ability resolves.
Yahenni, Undying Partisan
If Yahenni and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Yahenni won't be on the battlefield as its triggered ability resolves. It can't be saved by the +1/+1 counter that would have been put on it.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
- Approach of the Second SunSecret Lair Commander Deck: Odds and Ends, Blood Bowl
- Arcane SignetSecret Lair Commander Deck: Odds and Ends, The Zeta Set, Secret Lair Promo x The Hobbit Arcane Signet, Stardew Valley: A Flicker in the Deep, My Little Pony: Friendship is Magic
- Austere CommandAngels: They're Just Like Us but Cooler and with Wings
- Bountiful PromenadeHatsune Miku
- BrushlandEveryone's Invited!
- Chromatic LanternThe Zeta Set, Furby: Doo-ay Noo-lah, From Cute to Brute, A Box of Rocks
- Command TowerSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: Sold Separately, The Zeta Set, Hatsune Miku, Stardew Valley: Life in Pelican Town
- Crib SwapEveryone's Invited!, Raining Cats and Dogs
- Drown in DreamsFeaturing: Peach Momoko
- Dryad of the Ilysian GroveSpecial Guest: Fiona Staples
- Exotic OrchardSecret Lair Commander Deck: Odds and Ends, Everyone's Invited!, Raining Cats and Dogs, From Cute to Brute, The '90s Binder Experience
- Faeburrow ElderArtist Series: Kev Walker
- Felidar SovereignLook at the Kitties
- ForestSecret Lair x Star Trek: New Worlds, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains, The Oddlands: Plains
- Forgotten AncientAnimar & Friends
- Ghostly PrisonShowcase: Neon Dynasty Neon Ink
- Halo FountainHatsune Miku
- Happily Ever AfterMarvel: True Believers in Love
- Heliod, Sun-CrownedThe Office: Dwight's Destiny, Valentine's Day 2021 Replacement Heliod Pack
- Homeward PathStardew Valley: Life in Pelican Town, Gift Wrapped
- Kynaios and Tiro of MeletisStardew Valley: Welcome to Stardew Valley
- Lightning GreavesThe Hobbit: Smaug's Spoils, Viva Las Rakdos, Marvel's Deadpool: I Fixed It (You're Welcome), Fallout: Greet the Dog, Marvel's Spider-Man: Villainous Plots
- LignifyIron Maiden: Album Art
- Liliana's ContractRead the Fine Print
- Maskwood NexusEveryone's Invited!, Raining Cats and Dogs
- Mystic RemoraSpecial Guest: Kelogsloops
- Overgrown FarmlandHatsune Miku
- Path of AncestrySecret Lair Commander Deck: Odds and Ends, Their Magic is Limitless, Secret Lair Promo x Avatar The Last Air Bender Path of Ancestry, Everyone's Invited!, Raining Cats and Dogs
- PlainsSecret Lair x Star Trek: New Worlds, Secret Lair Commander Deck: Odds and Ends, The Oddlands: Forests, The Oddlands: Islands, The Oddlands: Mountains
- Reflecting PoolFallout: Points of Interest
- Shalai, Voice of PlentyHatsune Miku, Black Is Magic
- Sol RingSecret Lair Commander Deck: Odds and Ends, Masters of the Universe: She-Ra, Princess of Power, The Zeta Set, The Hobbit: Smaug's Spoils, Hatsune Miku
- Sun TitanArtist Series: Jesper Ejsing
- Taurean MaulerEveryone's Invited!, Raining Cats and Dogs
- The World TreeEveryone's Invited!, From Cute to Brute, Showcase: March of the Machine Vol. 1
- Tireless TrackerArtist Series: Nils Hamm
More from this theme
Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.