Guild Accomplices

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Mechanics

Showing all 58 cards

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Show rarities: C U R M

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 C 
Instant
Use no more than one mana of each color for X when casting Commander's Charm. Choose X of the below that do not match the colors used when casting, you may choose the same mode more than once.

• White: Scry X, then each player investigates.
• Blue: Each player creates a Food token.
• Black: Untap up to one artifact.
• Red: Target permanent gains hexproof.
• Green: Each player sacrifices a non-land permanent.

If none of the above choices can be made, add one mana of any color to your mana pool, then scry 1.
11 comments
last 2021-03-22 02:32:32 by Moraff
 M 
Legendary Creature – Eldrazi
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Devoid (This card has no color.)

Lifelink, Vigilance

Legendary permanents you control have "Whenever you cast a spell, you may pay {c}. If you do, each opponent loses 1 life and you gain that much life."
3/3
Azak the Skyclave Explorer
{1}{w}{w}
 
 M 
Legendary Artifact – Vehicle
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Crew 2

You may discard a land card rather than pay Azak the Skyclave Explorer’s crew cost.

When Azak the Skyclave Explorer attacks, Legendary creatures you control gain Flying until end of turn.
2/3
2 comments
last 2020-10-10 13:25:06 by Moraff
 R 
Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.
 M 
Legendary Artifact Creature – Golem
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Double strike, Reach, Vigilance

Whenever Rhonde, Traitor of Ondu deals combat damage, bolster 1.
2/2
Forged from Rhonde
{4}{w}{w}
 
 M 
Legendary Artifact – Equipment
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Improvise

Equipment you control have "{c}{c}: Attach this equipment to target creature."

Equipped creature deals combat damage as though it were Forged from Rhonde.

Equipped creature gets +1/+1 for each counter on non-creature permanents you control.
 R 
Enchantment
Each noncreature, non-Equipment artifact is an Equipment with equip {x} and “Equipped creature gets +0/+X,” where X is that artifact’s converted mana cost.
 M 
Legendary Creature – Homunculus
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)
1/3
Blue Pet
 
 M 
Legendary Artifact – Vehicle
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Crew 1

Whenever Blue Pet attacks, Legendary creatures you control gain Skulk until end of turn.
0/1
 M 
Legendary Creature – Homunculus
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

{u}: You may cast your next Legendary Spell as though it had flash.
1/3
Blue Equipment
 
 M 
Legendary Artifact – Equipment
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Equip legendary creature {2}

Equipped creature deals damage as though it were Blue Equipment.
 R 
Sorcery
Create a 4/4 blue creature token. Starting with you, each player chooses an artifact, a creature, and a land from among the permanents controlled by the player to their left. Return each permanent chosen this way to it's owner's hand.
 R 
Instant
Cast this spell only during an opponent's turn, and only during combat.

Choose one —

• Creatures you control phase out.
• Untap all attacking creatures and goad them. After this phase, there is an additional combat phase.

Entwine {1}{u} (Choose both if you pay the entwine cost.)
5 comments
last 2021-03-03 12:12:27 by Moraff
 R 
Creature – Spirit
{t}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.
1/1
 R 
Sorcery
Destroy all creatures, then create an X/X colorless Aetherborn Construct artifact creature token, where X is the number of creatures destroyed this way.
 M 
Legendary Creature – Aetherborn Cleric
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Legendary cards you own have Delve.

Whenever you exile one or more cards, put a +1/+1 counter on Rajul, Inspirational Inventor.

Whenever you pay a cost by removing a counter from a permanent you control, you may remove a counter from any target.
4/4
Rajul's Aether Trawler
{2}{b}
 
 M 
Legendary Artifact – Vehicle
Crew 2

When Rajul's Aether Trawler attacks, legendary creatures you control gain Menace until end of turn.

When Rajul's Aether Trawler deals combat damage, Put target face-up exiled card into its owner’s graveyard.
2/3
5 comments
last 2021-02-17 09:34:37 by Moraff
 M 
Legendary Creature – Aetherborn Mercenary Assassin
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever a non-token creature dies, create a treasure token.

Advisors, Mercenaries, Ninjas, Pirates, and Rogues you control get +1/+1 for each treasure token you control.
3/3
Olbaid Le, the Sparkblade
{b}{b}{b}
 
 M 
Legendary Artifact – Equipment
Legendary Equip 2

Equipped creature deals combat damage as though it were Olbaid Le, the Sparkblade.

Sacrifice two treasure tokens: Attach Olbaid Le to a creature you control.

Equipped creature has Vigilance and "Sacrifice a treasure token: Regenerate."
 R 
Sorcery
Choose one:

• Search your library for up to two artifact cards, reveal them, put them into your graveyard, then shuffle.

• Sacrifice up to two artifacts, for each sacrificed this way return an artifact card from your graveyard to the battlefield.

Entwine {2} (Choose both if you pay the entwine cost.)
 M 
Legendary Creature – Ogre Spirit
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Legendary creatures you control have Haste.

Whenever Hyozan of the All-Consuming becomes blocked, create a 1/1 red Goblin creature token named Broken Shard. It has "Whenever this creature becomes blocked, create an artifact token with `Sacrifice 5 Broken Shards: Create a token that’s a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.'"
2/2
Kokuhi, the Mechanical Dragon
{3}{r}{r}
 
 M 
Legendary Artifact – Vehicle
Crew 8

Flying

Kokuhi, the Mechanical Dragon gets +1/+1 for each creature used to crew it.

When Kokuhi blocks, it deals X damage to each attacking creature, where X is the number of tapped creature's you control.
4/4
 R 
Colour indicator R Instant – Arcane
Exile the top card of your library. Until the end of your next turn, you may play cards exiled this way.

Splice onto Sorcery {r}
(As you cast a Sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card’s effects to that spell.)
 M 
Legendary Creature – Goblin Samurai
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

2/2
Yamizaki's Sashimono
{2}{r}
 
 M 
Legendary Artifact – Equipment
Legendary Equip {3}{r}{r}

Equipped creature deals combat damage as though it were Yamizaki's Sashimono.

Equipped creature has Doublestrike and Bushido 2. (Whenever this creature blocks or is blocked, it gets +2/+2 until end of turn.)

Whenever equipped creature blocks, untap all creatures you control and all creature's that attacked this turn. After this phase, there is an additional combat phase.
 R 
Sorcery
Destroy all artifacts.

Threshold — If seven or more cards are in your graveyard, instead destroy all artifacts, then return all cards in your graveyard destroyed this way to the battlefield.
 M 
Legendary Creature – Human Soldier Scout
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

{g}: Another target legendary permanent gains Hexproof until end of turn.

Morbid – At the beginning of each end step, if a creature died this turn, destroy target attached permanent.
2/5
Hanweir, the Moving Fortress
{6}{g}{g}
 
 M 
Legendary Artifact – Vehicle
Crew 6

Whenever Hanweir, the Moving Fortress attacks, choose 1:

• For each token you control, create a token that’s a copy of that permanent.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
• Untap up to five permanents you control.

At the end of your first main phase, if you control no creatures, Hanweir becomes a creature until end of turn.
7/7
 R 
Enchantment
{3}{g}{g}: Shuffle your library.

{x}: Look at the top X cards of your library, then put them back in any order.
 M 
Legendary Creature – Wolf Shaman
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Tovolar, Somberwald Wolfir is paired with another creature, paired creature's you control have "Whenever an opponent activates an ability of an artifact, creature, or land that isn’t a mana ability, this creature becomes indestructible until end of turn." and +1/+1.
4/4
Amulet of Tovolar
{2}{g}
 
 M 
Legendary Artifact – Equipment
Legendary equip {g/2}{g/2}

Equipped creature deals combat damage as though it were Amulet of Tovolar.

Equipped creature has "Equipped creatures you control can’t transform." and "{t}: Create a colorless Equipment artifact token named Moonsilver Amulet. It has “If Equipped creature would be destroyed, instead remove all damage marked on it and destroy this Equipment.” and equip {0}.
 C 
Land – Gate
Central Plaza Ruins enters the battlefield tapped unless you control a Commander.

{t}: Add one mana of any color in your Commander’s color identity.

Tap an untapped gate you control: Untap Central Plaza Ruins.
 U 
Artifact
Basic Landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)

prominence (Whenever a commander enters the battlefield under your control ) exile target permanent you control, then return it to the battlefield under it's owner's control.

{t}: Add {w} or {b}.
 U 
Artifact
Basic Landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)

prominence (Whenever a commander enters the battlefield under your control ) mill two cards.

{t}: Add {b} or {g}.
2/2
 U 
Artifact
Basic Landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)

prominence (Whenever a commander enters the battlefield under your control ) shuffle target card from your graveyard into your library.

{t}: Add {g} or {u}.
 U 
Artifact
Basic Landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)

prominence (Whenever a commander enters the battlefield under your control ) the next spell you cast this turn costs {1} less.

{t}: Add {u} or {r}.
 U 
Artifact
Basic Landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.)

prominence (Whenever a commander enters the battlefield under your control ) creatures you control gain +1/-1 until end of turn.

{t}: Add {r} or {w}.
 R 
Legendary Creature – Demon Assassin
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Creatures that attacked during their controller’s last turn can’t attack.

Will of the council — When Geyadrone Dihada attacks, starting with you, each player votes for another player. Each player with the most votes, or is tied for most votes takes an extra turn after this one.
4/4
{2}{u}{b}{r}
 
 R 
Legendary Creature – Dragon Advisor
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever you cast a non-creature spell, if you control the creature with the greatest power draw a card, then discard a card. Otherwise, Amass 1. (To amass 1, put a +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 black Zombie Army creature token first.)
4/3
 R 
Legendary Creature – Human Samurai
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Goaded creatures have Provoke. (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

Whenever a creature deals combat damage to you, it becomes goaded.

Whenever a creature dies during combat, gain X live, where X is the number of creature's that died during combat this turn. (If more than one creature dies at the same time, they all see each other.)
4/4
 R 
Legendary Creature – Phelddagrif
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

{r}: Jamrid Vims gains trample until end of turn. Target opponent creates a treasure token.

{g}: Jamrid Vims gains hexproof until end of turn. Target opponent creates a food token.

{w}: Jamrid Vims gains vigilance until end of turn. Target creates a clue token.
4/4
 R 
Legendary Creature – Elder Spellshaper
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

{g}{w}{u},{t}, discard a land card from your hand: Prevent all combat damage that would be dealt by non-colorless sources this turn. Activate this ability only during an opponent's turn.
2/2
{w}{b}{r}
 
 R 
Legendary Creature – Vampire Artificer
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever a creature you control that shares a creature type with Mardu deals combat damage, create a treasure token.

Treasure tokens you control have "{t}: {c}, use this mana only for ability costs."
3/3
 R 
Legendary Creature – Elf Berzerker
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

5/4
{2}{b}{g}{w}
 
 R 
Legendary Creature – Elf Artificer
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Abzan gets +1/+0 for each Artifact Creature you control.

When Abzan attacks, you may return target vehicle from your graveyard to the battlefield, it becomes an artifact creature that is tapped and attacking.
3/4
 R 
Legendary Creature – Human Samurai Archer
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever a one or more creatures attack you or a Planeswalker you control, creature's you control gain "{t}, Sacrifice an artifact: Fight target attacking creature, it becomes blocked." until end of turn.
2/3
 R 
Legendary Creature – Human Advisor
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever Safjon Flats attacks, mill 2. If the milled cards share a type, investigate.

Delerium – At the beginning of your end step, if there are four or more card types among cards in your graveyard, an opponent chooses a card in your graveyard. You may exile that card, if you do draw a card, then each player sacrifices a card that shares a type with the exiled card. If you do not, each opponent draws a card.
2/3
 R 
Instant
Each player chooses Conquest, War, Famine or Death.

• Choose up to one non-basic land for each Conquest choice. Destroy those lands.
• Choose up to one spell for each War choice. Place that spell on top of it's owner's library unless they pay {1} for each War choice.
• Choose up to one non-land, non-creature permanent each Famine choice. Shuffle those permanents into their owners libraries.
• Choose up to one tapped creature for each Death choice. Exile those creatures.
 M 
Legendary Creature – Spirit Horror
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

No more than one creature can attack each combat.
No more than one creature can block each combat.
Each player can only play one nonbasic land per turn.
Each player can't draw more than one card each turn.

Sacrifice a permanent: Jenrik, Lithomantic Horror loses all abilities until end of turn. Any player may play this ability, but only as a sorcery.
5/2
 R 
Sorcery
Each player chooses Swords, Cups, Wands or Coins.

• Up to one creature you control fights up to one creature you don't control for each Swords choice.
• Scry 5 for each Cups choice.
• Each player discards a card, then draws a card for each Wands choice.
• Return a creature card from your graveyard to the battlefield for each Coins choice.
 R 
Instant
Each player chooses Winter, Spring, Summer or Fall.

• Choose up to one target creature for each Winter choice. Untap them. They block this turn if able
• Create two 1/1 Zubera Spirits for each Spring choice.
• Choose up to one permanent for each Summer choice. It gains indestructible.
• Choose up to one creature for each Fall choice. Borrow those creatures until end of turn.
 M 
Legendary Creature – Advisor
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever players finish voting, for each opponent who voted for a choice you didn’t vote for create a treasure, food, and clue token. Each opponent who voted for a choice you did vote for draws a card.
4/4
 R 
Instant
Each player chooses North, South, East or West.

• Choose a card in a graveyard for each North choice. Exile those cards.
• Choose a permanent for each East choice. Untap those permanents.
• Choose up to one creature for each South choice. Exile then return those creatures to the battlefield.
• You may play an additional land this turn for each West choice.
 M 
Legendary Creature – Dwarf Mercenary Pilot
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

You may remove X counters from a creature you control to pay for a crew cost of a vehicle rather than tapping that creature, where X is the minimal power required.

Vehicles crewed by Jayree, Dragster Motorist deal combat damage as though they were Jayree.
3/2
 R 
Sorcery
Each player chooses Earth, Fire, Wind or Water.

• Choose up to one card in a graveyard each Earth choice. Return those cards to their owners hands.
• Choose up to one permanent or player for each Fire choice. Double all counters on those players and permanents.
• Choose up to one player each Wind choice. Those players searches their library for a land card and places it onto the battlefield for each Wind choice.
• Choose up to one player for each Water choice. Those players puts a permanent from their hands onto the battlefield for each Water choice.
 M 
Legendary Creature – Demon Spirit
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Creatures with flying can block only creatures with flying.

Creatures without flying have reach. (They can block creatures with flying.)

If a creature you control would trigger an ability of a permanent you control by blocking or becoming blocked, that ability triggers an additional time.
6/6
 R 
Legendary Creature – Moonfolk Advisor
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Tapped creatures you control with activated abilities can block as though they were untapped.

{3}, Return a land you control to its owner’s hand: Goad target creature.
2/4
 R 
Legendary Creature – Zombie Wizard
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever Grafdigger Wulmer enters the battlefiled, create a 2/2 black Zombie creature.

Whenever an artifact is put into a opponent's graveyard from the battlefield, Amass 2, then Populate.

(Put two +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 black Zombie Army creature token first. Afterwards, create a token that’s a copy of a creature token you control.)
4/4
{3}{b}{r}
 
 R 
Legendary Creature – Orc Shaman
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Equipped creatures you control are colorless.

Whenever a colorless creature you control deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2/6
 R 
Legendary Creature – Atog Shaman
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever you sacrifice an artifact, copy target ability that isn't a mana ability.

{1}{r/g}, Sacrifice an artifact: Target creature gets -1/-1 until end of turn.
2/2
 R 
Legendary Creature – Centaur Advisor
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Creatures you control with a +1/+1 counter have mentor. (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
3/1
 R 
Legendary Creature – Human Rogue
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Will of the council — At the beginning of your upkeep, starting with you, each player votes for sickness or health. If sickness gets more votes or is tied, your life total becomes 5. If life gets more votes, count the number of permanents you control. Your life total becomes that number.

Fateful Hour – As long as your life total is 5 or less, you can’t lose the game and your opponents can’t win the game.
2/2
 R 
Legendary Creature – Spirit Horror
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

, Corrupted Iname has trample if it's power is an even number.

has menace if it's power is an odd number.

Whenever an opponent gains life, place a +1/+1 counter on each creature you control.

Whenever becomes tapped, each player creates a food token. (It’s an artifact with “{2}, {t}, Sacrifice this artifact: You gain 3 life.”)
6/6
 R 
Legendary Creature – Elf Artificer
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Each non-creature artifact you control is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that’s a creature can’t equip a creature.)

Whenever an artifact is put into your graveyard from the battlefield, gain {e}.
2/3
{1}{u}{r}
 
 R 
Legendary Creature – Merfolk Pirate
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Parley — Whenever Izzet attacks, each player reveals the top card of their library. For each nonland card revealed this way create a 1/1 Red or Blue Pirate creature token that’s tapped and attacking. Then each player draws a card.
2/2
 R 
Legendary Creature – Human Soldier
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Whenever an opponent casts a spell, except for their first each turn, investigate.

Whenever you or a Planeswalker you control are attacked by one or more creatures, investigate.

Whenever you sacrifice an artifact token, exile the top two cards of your library. Until end of your next turn, you may play cards exiled this way.
3/3
 U 
Legendary Artifact Creature – Golem
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Partner (You can have two commanders if both have partner.)

Commander creatures you cast cost {2} less for each time you have cast Artifact from the command zone.

Artifact's power and toughness is equal to the number of times your commander(s) have been cast from the Command Zone.
*/*
 M 
Legendary Creature – Eldrazi Giant
Accomplice (You can have two commanders if both have accomplice and their color identities don't overlap.)

Devoid (This card has no color.)

Permanents and spells you control as well as cards you own have Devoid. (Those cards have no color.)

You may spend mana of any color as though it were {c}.

{c}{c}{c}: Shuffle target permanent or card you do not control from Exile or a graveyard into it's owner's library.
5/5

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Guild Accomplices: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics