The Lost Caverns of Ixalan Commander

Sol Ring

Sol Ring {1}

Artifact
{T}: Add {C}{C}.
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
Related card: Ring Out
Swiftfoot Boots

Swiftfoot Boots {2}

Artifact - Equipment
Equipped creature has hexproof and haste.
Equip {1}
"There is great wisdom in rushing headlong into combat . . . if you're prepared."
—Kenjek, captain of the Thousand Swords
Talisman of Hierarchy

Talisman of Hierarchy {2}

Artifact
{T}: Add {C}.
{T}: Add {W} or {B}. This artifact deals 1 damage to you.
"You'll never get to the top if you don't know who's already there."
—Kaya
Vanquisher's Banner

Vanquisher's Banner {5}

Artifact
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
Wayfarer's Bauble

Wayfarer's Bauble {1}

Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
"It is said Chimil never sees the same lands twice. So too must we expand our horizons."
Alchemist's Refuge

Alchemist's Refuge

Land
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.
Arch of Orazca

Arch of Orazca

Land
Ascend
{T}: Add {C}.
{5}, {T}: Draw a card. Activate only if you have the city's blessing.
Bojuka Bog

Bojuka Bog

Land
This land enters tapped.
When this land enters, exile target player's graveyard.
{T}: Add {B}.
Canopy Vista

Canopy Vista

Land - Forest Plains
({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands.
Chuuy Kaaj, "The Hanging City," has endured for centuries as the thriving hub of Malamet art, life, and culture.
Choked Estuary

Choked Estuary

Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}.
Cinder Glade

Cinder Glade

Land - Mountain Forest
({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
Clifftop Retreat

Clifftop Retreat

Land
This land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Oteclan, the Oltec capital, encompasses diverse satellite cities. The Oltec can live in any environment and maintain connection.
Command Tower

Command Tower

Land
{T}: Add one mana of any color in your commander's color identity.
"Approach my tower on bended knee or depart from it as ash upon the wind."
—Gadwick, the Wizened
Related card: Tower Winder
Crumbling Necropolis

Crumbling Necropolis

Land
This land enters tapped.
{T}: Add {U}, {B}, or {R}.
It's said the spirits of the drowned dead hang their lights from the shattered figureheads.
Desolate Lighthouse

Desolate Lighthouse

Land
{T}: Add {C}.
{1}{U}{R}, {T}: Draw a card, then discard a card.
A lonely sentinel facing gales, hurricanes, and tides of homicidal spirits.
Evolving Wilds

Evolving Wilds

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The Sun Empire bends nature— rivers, mountainsides, dinosaurs—to its unyielding will.
Exotic Orchard

Exotic Orchard

Land
{T}: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
Foreboding Ruins

Foreboding Ruins

Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}.
Fortified Village

Fortified Village

Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}.
Frostboil Snarl

Frostboil Snarl

Land
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}.
A smoldering storm of chilling fire.
Furycalm Snarl

Furycalm Snarl

Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}.
A seething locus of reverent rage.
Game Trail

Game Trail

Land
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {G}.
Geier Reach Sanitarium

Geier Reach Sanitarium

Legendary Land
{T}: Add {C}.
{2}, {T}: Each player draws a card, then discards a card.
All are welcome.
Hinterland Harbor

Hinterland Harbor

Land
This land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
"Our ancestors brought down a Phyrexian portal ship, then built our town on its hull. We're pretty proud of that."
—Alene of Riverspan
Isolated Chapel

Isolated Chapel

Land
This land enters tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
Serra's blessing lies strongest upon Sursi, where her holy chapels are untouched even as evil encroaches.