Skip to content
  1. Commander Nexus
  2. Sets
  3. The Lost Caverns of Ixalan

The Lost Caverns of Ixalan

Every The Lost Caverns of Ixalan card, the four decks, the boxes and every official word from Wizards, in one place.

Key dates

From the reveal to release day and after

No dates announced yet.

Commander decks

Four Ready-to-Play Decks

All precons

Boosters and bundles

Boxes and Bundles

Boosters

Booster boxes

Bundles

Everything else

The Lost Caverns of Ixalan cards

415 Cards

See all cards

Sets in this release

Seven Set codes

Mechanics

Mechanics Used in This Set

Transform39 cards
31 cards
Explore29 cards
Discover26 cards
Craft24 cards
Descend17 cards
17 cards
16 cards
15 cards
14 cards
13 cards
12 cards

Keywords from Scryfall's card data.

News

Articles and Videos

No articles or videos about this set yet.

More set hubs

Past and Upcoming Sets

All sets
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 glossaryTreasureA token you can sacrifice for one mana of any color. Many cards make Treasure, and it is mana you can save for a later turn.Big ScoreOpen 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 glossaryMillPutting cards from the top of a player's library straight into their graveyard. You can mill an opponent to run their library out, or mill yourself to stock your graveyard for cards that use it.Glimpse the UnthinkableOpen 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 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 glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossary