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Foundations

Every Foundations card, the five decks, the boxes and every official word from Wizards, in one place.

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Commander decks

Five Ready-to-Play Decks

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30 cards
13 cards
10 cards
Raid9 cards
7 cards
7 cards
6 cards
Reach6 cards
Double5 cards
Morbid5 cards
Threshold5 cards
4 cards

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CommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.Serra AngelOpen the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossaryFlashYou can cast a card with flash at any time you could cast an instant, even during your opponent's turn or in the middle of combat. That lets you surprise opponents with a creature or spell.Open the full glossaryLifelinkDamage dealt by a creature or spell with lifelink also makes its controller gain that much life.Vampire NighthawkOpen the full glossaryDeathtouchAny amount of damage from a creature with deathtouch is enough to destroy the creature it damages, however high that creature's toughness is.Open the full glossaryEquipHow you attach an Equipment to one of your creatures: pay its equip cost and move it on. You can only do this on your own turn when nothing else is waiting to happen, and the Equipment stays on the battlefield if the creature leaves.Lightning GreavesOpen the full glossary