Mystery Booster Commander Edition: sixty new commanders and the rules they break

Eighty cards, sixty of them legal commanders, and a keyword that rewrites the colour identity rule. The full set, the ten legends brewers reached for first, and every other commander by colour.

Mystery Booster has always been Magic's strangest shelf. The 2019 original was a 1,694-card reprint pile built to be drafted out of chaos, and the playtest sheets that shipped alongside it were pencil-sketch cards that had never been legal anywhere at all. What holds the line together is not a plane or a story. It is a willingness to print things that would not survive a normal set's design review.

Mystery Booster Commander Edition takes that licence and aims it squarely at one format. It is an 80-card set landing on November 9, 2026, and despite the name it is not a reprint pile. Sixty of the eighty cards are brand-new legendary permanents, every one of them a legal commander. Nine are Commander staples brought back for the reprint value. The remaining eleven are a strange little support package that we will get to.

Sixty new commanders in one 80-card set is a lot. For scale: a typical Commander precon season gives you four. What makes the set worth reading carefully, though, is not the count. It is that eight of those sixty carry a keyword called Rulebreaker, and Rulebreaker does not change what your commander does on the battlefield. It changes what you are allowed to put in the ninety-nine.

What is actually in the eighty cards

The breakdown is unusually clean for a Mystery Booster product. Sixty new legendary cards, and they are not all creatures: fifty are legendary creatures, nine are planeswalkers that each carry the "can be your commander" line, and one — we will come back to this — is a legendary sorcery that can be your commander. There is also a legendary Vehicle, Dragon's Smile, which is the one legendary card in the set you cannot put in the command zone.

Beneath the legends sit eleven support cards at uncommon. Five of them are a cycle named for the original power-nine-adjacent moxen — Ruby Collector, Pearl Collector, Emerald Collector, Sapphire Collector and Jet Collector — plus Oracle of the Alpha, Case of the Lost Witness, Perforator Crocodile, Overcooked, Dust to Dust, and one legendary uncommon, Euru, Acorn Scrounger. Several of the Collectors have a colour identity wider than their mana cost, which is the sort of quiet detail that decides whether a card is legal in your deck.

Then nine reprints, and they are the good kind: the cards every deck wants and nobody enjoys buying twice.

Cards in the set
80
Legal commanders
60
Rulebreaker cards
8
Commander reprints
9

Mystery Booster Commander Edition at a glance. Card counts from the set data on August 10, 2026.

The reprint sheet is short and pointed. Chaos Warp is one of red's few clean answers to an enchantment and one of the most-played cards in the format. Swiftfoot Boots, Fellwar Stone, Mind Stone, Thought Vessel and Chromatic Lantern are the mana and protection package that half the decks in the format run. Exotic Orchard and Path of Ancestry are the lands. Jeweled Amulet is the curveball — a zero-mana rock that banks one coloured mana for a later turn, and by a wide margin the least-played card on the sheet.

The nine reprints

  • Chaos Warp — Red's answer to anything, in more Commander decks than almost any other red card.
  • Swiftfoot Boots — Hexproof and haste for two, the default commander insurance policy.
  • Chromatic Lantern — Fixes a five-colour mana base by itself.
  • Fellwar Stone — Two-mana rock that reads your opponents lands.
  • Mind Stone — Two-mana rock that cashes itself in for a card later.
  • Thought Vessel — Two-mana rock plus no maximum hand size.
  • Jeweled Amulet — Zero-mana rock that banks a colour for later. Around $8.69 on the cheapest printing.
  • Exotic Orchard — Taps for whatever your opponents lands can make.
  • Path of Ancestry — The typal land: any colour in your identity, plus a scry when it matters.

Rulebreaker, the mechanic that edits your deck list

Commander's colour identity rule is the format's oldest load-bearing constraint: every card in your deck must fit inside your commander's colours, mana symbols in the rules text included. It is the rule that makes the format's deck lists legible at a glance, and it is the rule that has kept a hundred fun ideas out of a hundred decks.

Rulebreaker is an ability word printed above the line that changes it. Each of the eight carries its own exemption, and every one of them also lets you run any basic land you like, since a deck full of off-colour Angels is no good if you cannot cast them.

  • Seluma, Light of Aysen — mono-white, but your deck can have Angel cards of any colour identity.
  • Valko Indorian — mono-black, but your deck can have Phyrexian cards of any colour identity.
  • The Everforger — colourless, and your deck can have artifact creature and Equipment cards of any colour identity.
  • Maular, the Next Evolution — mono-green, and your deck can have creatures with mana value 7 or greater of any colour identity.
  • The Unluckiest Planeswalker — mono-red, and your deck can have Aura cards of any colour identity.
  • Grizzlegom, Hurloon Hero — Gruul, and your deck can have any land cards at all.
  • Tolabow, Loch Rascal — mono-blue, and your instants and sorceries may include one colour of your choice outside blue.
  • Whtz, the Bibliophile — Azorius, and your deck has no maximum deck size.

Read those again as deckbuilding prompts rather than as card text. A mono-white Angel deck that can run Baneslayer Angel alongside every black, red and blue Angel ever printed is not a mono-white deck in any meaningful sense — it is an Angel deck that happens to have a white commander. Grizzlegom's is the widest of the lot: a two-colour commander whose land base can be every land in Magic, which quietly turns on a long list of lands that have never been castable next to red and green.

Whtz is the joke that is also a real card. No maximum deck size, and a tap ability that costs three less if you started with 200 or more cards. Somebody is going to sleeve up a 250-card deck and they are going to be legal.

The ten commanders brewers reached for first

What follows is ordered by EDHREC rank as of August 10, 2026 — the closest thing to a popularity signal that exists for a set nobody can buy yet. All sixty commanders sit deep in the rankings right now, so the gaps between them are small and the order is soft. What it does tell you is which cards brewers opened a deck list for first, and that is worth something on its own.

One note before the countdown: the list includes a card that is not a creature at all.

1. Homer, the Hermit

  • Homer, the Hermit — BGU · 0/9 Crab Druid

A 0/9 for three in Sultai colours that mills on every land drop, scaled by how many Crabs, Lobsters, Nautiluses, Starfish and Trilobites you control. Twice the count, per land, at any number of players you choose.

The body is the first thing worth noticing. Nine toughness for three mana stonewalls essentially every early attacker in the format, which buys the turns a mill deck needs. The engine is the second: any number of target players means Homer is not locked into attacking the table. Point it at yourself and it is a self-mill engine for a graveyard deck; point it at one opponent and it is a clock; point it at all three and it is a threat everybody has to answer.

The multiplier is where the deckbuilding lives, and the first thing to notice is that Homer is himself a Crab — he counts. Ruin Crab and Hedron Crab are already landfall-mill staples and both add to the tally. Charix, the Raging Isle is another Crab that walls. Cryptic Trilobite and Plagon, Lord of the Beach round out a creature type list that has never had a payoff this direct.

Then the land half. Homer plus two Crabs is three, so every land is six cards. A fetchland is two triggers rather than one — the fetch enters, then the land it finds enters — so that same board mills twelve off a single land drop, and Ramunap Excavator makes the fetch replayable every turn. Sakura-Tribe Elder and the usual extra-land-drop effects stack on top.

2. Uugguu, the Omniplasm

  • Uugguu, the Omniplasm — BGU · 2/2 Ooze

Sultai again, and a much simpler sentence: whenever another nontoken Ooze you control dies, make two 2/2 non-legendary copies of it.

This is an aristocrats deck where the sacrifice fodder replaces itself with interest. Every Ooze that dies comes back twice, and the copies keep the original's abilities — only the power, toughness and legendary status change. An Ooze with a strong enters-the-battlefield trigger therefore triggers it twice on the way back. Acidic Slime dying is not a loss; it is two more Naturalize triggers waiting for a sacrifice outlet.

The nontoken clause is the balance point, and it is why this does not loop: the copies are tokens, so they do not re-trigger Uugguu when they die. What you get instead is a board that doubles once per real Ooze and refuses to shrink under a wrath.

There are 67 Ooze creature cards in Magic and 61 of them are legal here, which is a deeper pool than the tribe has ever had a reason to use. The Mimeoplasm and Felix Five-Boots are in-colour legendary Oozes. Uchuulon is a Crab Ooze Horror, which means it works in this deck and in Homer's above. Scavenging Ooze, Predator Ooze and Biogenic Ooze give the green half real bodies. Add a free sacrifice outlet and a way to blink the good ones and the deck plays itself.

3. Ekthi, Contaminator Priest

  • Ekthi, Contaminator Priest — 3W · 3/3 Phyrexian Cleric

The highest-placed mono-coloured commander in the set, and the only one of the top three you can cast off a single colour. Other Phyrexians get +1/+1, and every Equipment you control has living weapon.

Living weapon is the line that matters. Normally an Equipment enters and sits there until you pay to attach it; here every Equipment brings its own 0/0 Germ token and suits it up on arrival. Germs are Phyrexians, so Ekthi's own anthem makes each one a 1/1 before the Equipment is counted at all — a Swiftfoot Boots, reprinted in this very set, now arrives as a hexproof, hasty 1/1. Anything granting +3/+3 or more is effectively a creature spell that also happens to be an Equipment, and it survives its wearer dying.

Then the Phyrexian half. Germ tokens are Phyrexians, so Ekthi's anthem pumps every token it makes — each Germ is a 1/1 before the Equipment is even counted. That is the whole deck in one sentence: play Equipment, get bodies, the bodies get bigger because they are Phyrexians, and the Equipment outlives them.

Worth pairing this in your head with Valko Indorian, further down the set at the same rarity: Valko is the Rulebreaker that lets a mono-black deck run Phyrexians of any colour. Ekthi is the one that gives them the anthem. They are not in each other's colours, which feels deliberate.

4. Massimo, the Magician

  • Massimo, the Magician — URW · 3/2 Cat Wizard

Jeskai, three mana, and a trigger that reads like a puzzle: whenever Massimo or another creature enters, exile a mana value 1 instant or sorcery from your graveyard, and that creature gains "whenever this deals combat damage to a player, copy the exiled card and you may cast the copy free."

The mana value 1 restriction looks like a straitjacket and is actually the deck. One-mana instants and sorceries in Jeskai colours are among the most efficient cards in Magic: a free copy of Swords to Plowshares on damage, or a free Brainstorm, or a free Lightning Bolt to the face. The creature carries the card with it, so the copy fires every time that creature connects, not once.

That makes this a go-wide deck that wants small evasive creatures rather than a big one. Every creature that enters picks up its own attached spell, so a board of four one-drops with flying is four free spells per combat. Token makers are worth less here than they look — the trigger wants creatures entering and it does check tokens, so a wide token turn is genuinely four triggers, but each needs a separate card in the graveyard to exile.

The support that makes it hum: cheap self-mill or a fetchland to stock the graveyard early, and any effect that gives a team menace or flying. It is fiddly, it is rewarding, and it is the most skill-testing commander in the top ten.

5. Grizzlegom, Hurloon Hero

  • Grizzlegom, Hurloon Hero — 5RG · 4/4 Minotaur Warrior

Seven mana for a 4/4 Minotaur is not a rate anybody is excited about. The two lines underneath it are why this is here.

The first is Rulebreaker: a deck with this commander can have any land cards. Not any basic lands — any lands. In a Gruul deck. Every Azorius, Dimir and Selesnya dual, every utility land locked behind a colour you are not playing, the whole back catalogue is suddenly legal in a two-colour deck.

The second is what happens when Grizzlegom attacks, and it is a five-part clause keyed to your basic land types: a 1/1 Soldier per Plains, a card per Island, a point of drain per Swamp, a +1/+1 counter per Mountain, a life per Forest. Note that it counts land types, not basics, so a Triome or a shock land with the right type counts for every mode it touches.

That is the deck. Grizzlegom wants a five-colour mana base in a two-colour deck, built out of typed duals and triples, so that every attack draws four cards and makes four Soldiers and drains for four. Exotic Orchard and Path of Ancestry are in this very set. Fetchlands find typed duals. It is a genuinely novel deckbuilding constraint — the first commander whose land base is the whole point rather than a cost.

6. Tsagan, Raider Warlord

  • Tsagan, Raider Warlord — RWB · 1/4 Dinosaur Berserker

Mardu, three mana, a 1/4 with double strike and Start your engines! — the speed mechanic, which ticks up once per turn whenever an opponent loses life, to a maximum of four.

At speed 4 Tsagan gains deathtouch and every other creature you control gains first strike. Deathtouch plus double strike on the commander is the classic combination: the first-strike damage kills whatever blocks, and the regular damage goes through. The attack trigger stacks on top, giving your whole team +1/+0 for each creature with first or double strike — which, at max speed, is every creature you control.

Read the speed rules carefully, because they set the deck's job. Speed starts at 1 and increases once on each of your turns, and only if an opponent lost life during it. Life lost on an opponent's own turn does nothing for you. So reaching max speed takes three of your turns, each of which has to connect somehow — which pushes hard toward cheap drain effects, pingers and anything that touches all three opponents on your turn whether or not your attack gets through.

After max speed the board is a wall of first-strikers that cannot profitably be blocked, growing by its own count on every swing.

Equipment and counters both work, but the cleanest build is simply a wide Mardu board with a couple of cheap drain effects to accelerate the engine, because the first-strike anthem is what turns eight small creatures into an unblockable attack step.

7. Maular, the Next Evolution

  • Maular, the Next Evolution — 5GG · 10/10 Dinosaur Mutant

A 10/10 for seven in mono-green, with a Rulebreaker that lets your deck run creatures with mana value 7 or greater of any colour identity, and a trigger that doubles the power and toughness of any attacking creature with mana value 7 or more.

This is the most straightforward deck in the top ten and probably the most fun to sleeve up. Mono-green ramp, and the payoff slot is every enormous creature ever printed regardless of colour. Blue's giant Krakens, black's seven-mana Demons, the whole Eldrazi cast — all legal, all doubled on the attack.

Maular doubles itself, so it attacks as a 20/20 the turn after it lands. The trigger is per creature and has no once-per-turn clause, so a board of three fatties all double on the same swing. Two 8/8s and Maular is 16 plus 16 plus 20, which ends a player from a healthy life total.

The build almost writes itself: green ramp, cost reduction, and a reanimation or cheat-into-play package so you are not casting seven-drops honestly. The one thing worth flagging is that the Rulebreaker only covers creature cards with mana value 7 or greater — your ramp, your removal and your protection all still have to be mono-green. It is a big exemption, not a blank cheque.

8. Rikala, Homarid King

  • Rikala, Homarid King — 1GU · 0/4 Lobster Noble

A three-mana 0/4 Lobster with a tide counter clock: a counter every upkeep, wiping clean once it reaches four. Your creatures get +1/+0 per counter, and at three or more counters every Island you tap adds an extra blue mana.

The rhythm is the design. Turn one after Rikala lands you have one counter, then two, then three — and on three, your Islands are doubling and your team is +3/+0. On the fourth upkeep the counters come off and it starts again. So Rikala is a commander with a peak, and the deck is built around arriving at that peak with something to do.

The extra mana is the more abusable half. Every Island, not once per turn — a Simic deck with eight or ten Islands and a couple of untap effects is producing a genuinely silly amount of blue mana on those turns. Point it at an X spell, a big Kraken, or a mass of activated abilities.

The +1/+0 is the reason to go wide alongside it. Note the anthem does not touch toughness, so it makes an attack rather than a board — which suits the ramp-and-swing plan and means a sweeper still gets you. Homarids and Lobsters are a thin creature type; the deck is better read as Simic tokens-and-mana with a three-turn cycle than as a typal build.

9. Ashaya's Enduring Bond

  • Ashaya's Enduring Bond — 1RG · Sorcery

This is the card that is not a creature. It is a legendary sorcery — a card type that normally requires you to control a legendary creature or planeswalker to cast it — and it carries the line "Ashaya's Enduring Bond can be your commander."

Sit with that. Your command zone contains a spell. You cast it, it does its thing, it goes to the graveyard, and then it goes back to the command zone where you can cast it again for two more mana. It is Gruul, it costs three, and it has discover X where X is the mana spent to cast it.

Discover X exiles cards off the top until it finds a nonland card with mana value X or less, then casts it free or puts it in your hand. Cast for three, discover 3. Cast for eight after commander tax and a ramp turn, discover 8 — a free eight-drop off the top of your library. The commander tax that normally punishes you for recasting a commander is, here, a scaling improvement to the effect.

The deckbuilding question is unusual: you have no commander on the battlefield, ever. No creature to protect, no combat plan handed to you. What you have instead is a repeatable, escalating free spell attached to a Gruul ramp deck, and a deck list that has to supply its own win condition. Also worth noting: the legendary sorcery restriction still applies, so you need a legendary creature or planeswalker on board to cast it at all.

10. Tolabow, Loch Rascal

  • Tolabow, Loch Rascal — 2UU · 3/2 Otter

Mono-blue, four mana, a 3/2 Otter that makes a 1/1 blue-and-red Otter with prowess on every instant or sorcery you cast. And a Rulebreaker that is the most carefully worded in the set: your instants and sorceries may include one colour of your choice outside blue, and you may run any basic lands.

So this is a mono-blue commander that gets to play a second colour, but only in the spell half of the deck. Choose red and you have the Izzet spellslinger deck with a mono-blue commander. Choose black and it is a control deck with real removal. Choose white and you get the best sweepers in the game stapled to a blue shell.

The tokens are red regardless, which is a nudge toward red and a nice detail — the deck makes Izzet Otters even if you picked white. Prowess on each of them means a two-spell turn is a real attack rather than a chip: four tokens all growing on every subsequent cast.

The plan is the familiar one, executed with a better mana base than the archetype usually gets: cheap cantrips, cost reducers, a couple of untappers, and a payoff that turns the token board into damage. What Tolabow adds is a deckbuilding freedom mono-blue has never had, and it is the reason a fairly ordinary token-maker landed in the top ten.

The other fifty, by colour

Fifty commanders left, and the depth is the story. Most sets give you a handful of legends and a clear best one; this set gives you a mono-black column eight cards deep and a two-colour spread that touches nine of the ten guilds. Here they are sorted by colour identity, with the mana cost and the body on each.

White got the set's quietest cards and one of its best Rulebreakers. Seluma, Light of Aysen is the Angel deck that plays every Angel, returning one from the graveyard on combat damage. Worzel, the Protector is a superfriends planeswalker whose Cats add loyalty to your whole board. Nivea, Beloved Battlemage removes your own creatures from combat when they get blocked, then eventually turns herself into Akroma, Angel of Wrath. Grakk the Pacifist cannot attack or block and draws cards for cursing your opponents' creatures, and Yume, Chronicler of Valor hands out assist, letting an opponent help pay for your spell and drawing you both a card.

Mono-white

  • Grakk the Pacifist — 1W · 4/3 Orc
  • Nivea, Beloved Battlemage — 2W · 3/1 Human Wizard Warrior
  • Seluma, Light of Aysen — 4W · 4/4 Angel Warrior
  • Worzel, the Protector — 1WWW · Planeswalker, loyalty 4
  • Yume, Chronicler of Valor — 1W · 1/2 Human Druid

Blue is the set's control column. Grandmother Goby is the strangest card here by some distance: it counters your own noncreature spells and gives you a Merfolk for each mana you spent, which is either a drawback commander or a very funny Merfolk engine. Gustha Ebbasdotter draws three and puts two back whenever you cast on an opponent's turn. Dyfed, the Guiding Hand is a Powerstone artifact planeswalker, Flitwing, Lyev Detective converts every token you would make into a Clue, and Sash and Waistcoat, Unmen builds a manifest deck that opponents can also feed.

Mono-blue

  • Dyfed, the Guiding Hand — 3UU · Planeswalker, loyalty 4
  • Flitwing, Lyev Detective — 2U · 1/1 Faerie Detective
  • Grandmother Goby — 2UU · 2/2 Merfolk Wizard
  • Gustha Ebbasdotter — 3UU · 3/3 Human Wizard
  • Sash and Waistcoat, Unmen — 1U · 2/2 Insect Rogue

The deepest colour in the set, and the most varied. Miss Highwater hits a player and offers them a deal: discard your hand and draw seven, in exchange for a contract counter that copies every artifact and creature they controlled over to you when they eventually lose. Kuroki, Thief of Talents makes an opponent choose between drawing four and letting you cast from their hand. Thomil, the Destroyer is a sacrifice planeswalker that makes Zombies and a Lord of the Pit. Valko Indorian is the Phyrexian Rulebreaker. Boss Uramon is a shadow Ninja-Rogue commander, Istvan grows on every opponent's creature death, Sahir rewards you for paying exactly one life, and Olinda the Oblivious hands out odor counters that stick around after she leaves.

Mono-black

  • Boss Uramon, Shadow's Reach — 3B · 2/2 Human Rogue
  • Istvan, Butcher of Eln — 1BBB · 1/3 Human
  • Kuroki, Thief of Talents — 4B · 4/4 Spirit
  • Miss Highwater — 2BB · 5/3 Demon Advisor
  • Olinda the Oblivious — 3B · 3/3 Skunk Rogue
  • Sahir, Visitor in Darkness — 1BB · 3/3 Human Wizard
  • Thomil, the Destroyer — 3BB · Planeswalker, loyalty 4
  • Valko Indorian — 3B · 2/4 Human Wizard

Red is chaos-adjacent, mostly on purpose. Chira, All In grows and makes Treasure whenever you do anything at random — coins, dice, random discard, random targets. Matoc, Lavamancer rewards dealing exactly 2 damage with impulse draw. Jabs, Mistress of Mockery doubles triggered abilities of permanents you control but do not own, which is a threaten-and-steal deck. Joven and Chandler grows on every artifact that dies and can borrow one each turn. Balefang the Unslayable shuts off lifegain and goads a Baneslayer Angel token onto an opponent, and The Unluckiest Planeswalker is the Aura Rulebreaker.

Mono-red

  • Balefang the Unslayable — 3RR · 5/5 Demon Dragon
  • Chira, All In — 3R · 3/3 Human Rogue
  • Jabs, Mistress of Mockery — 2R · 2/3 Human Rogue
  • Joven and Chandler — 2RRR · 3/3 Human Rogue
  • Matoc, Lavamancer — 3R · 2/3 Human Barbarian Wizard
  • The Unluckiest Planeswalker — 2R · Planeswalker, loyalty 4

Green is short and mostly big. Greensleeves is a Badger-making planeswalker with an 8/8 team pump ultimate. Glava, Five-Advents Mage lets you set X to 5 once a turn on any spell or ability with X in the cost, which is a lot more mana than it sounds. Autumn Willow, Harmony makes land creatures and doubles their mana. Meatsqueak, Hoard Lord turns creature deaths into Food and pumps Squirrels per seven Foods, and Blor the Impervious is a 3/3 with trample, hexproof and indestructible and no text at all beyond that.

Mono-green

  • Autumn Willow, Harmony — 3GG · 3/3 Avatar
  • Blor the Impervious — 3GG · 3/3 Frog Warrior
  • Glava, Five-Advents Mage — 5GG · 5/5 Human Wizard
  • Greensleeves — 4GG · Planeswalker, loyalty 5
  • Meatsqueak, Hoard Lord — 2G · 2/3 Squirrel

Nine of the ten guilds are represented. Venser, Visionary Traveler is a blink planeswalker that adds counters to anything not cast from hand. Whtz, the Bibliophile is the no-maximum-deck-size Rulebreaker. Selenia, the Cursed Heart doubles your lifegain and leaves a curse behind that doubles an opponent's life loss. The Weaver King mills on shadow damage and steals what it mills. Itazura, Lingering Wick runs a nightly auction on the top three cards of your library. Sifa Grent drains on every creature death, Chief Magistrate of Mercadia copies your tokens while you hold the monarchy, Elda, Conjurer of Spectacle gives your creature spells demonstrate, and Davvol and Euru cover Golgari from two very different angles.

Two colours

  • Venser, Visionary Traveler — 3WU · Planeswalker, loyalty 4
  • Whtz, the Bibliophile — 1WU · 1/3 Homunculus
  • Selenia, the Cursed Heart — 4WB · 2/5 Angel Warrior
  • Chief Magistrate of Mercadia — 4RW · 3/3 Human Noble
  • Elda, Conjurer of Spectacle — 2GW · 2/2 Human Wizard
  • The Weaver King — 4UB · 3/6 Horror Wizard
  • Itazura, Lingering Wick — 2UR · 1/5 Spirit
  • Sifa Grent — 3BR · Planeswalker, loyalty 4
  • Davvol, Evincar of Rath — 2BG · 2/2 Phyrexian Noble
  • Euru, Acorn Scrounger — 2BG · 3/3 Squirrel Soldier

The three-colour slots are where the set's biggest swings live. Tresserhorn's Lord, Returned is a 10/4 indestructible trampler that demands three creatures, three life and three cards for an opponent just to stay on the battlefield. The Madcap Jester exiles from every opponent's library on attack and lets you cast it all with any colour of mana. Zagorka offers the table free lands in exchange for not being attacked. Jandor turns your Beasts and Horses into saddled Mounts, Lyna builds a shadow deck that draws on damage, Olag and Miau grow Zombies and Cats off each other, Feroz is a Bant value planeswalker, and The Muckslinger Gang gives everything +3/+3 everywhere except in combat, which is a puzzle worth solving.

Three colours

  • Feroz, Ulgrotha's Warden — 3GWU · Planeswalker, loyalty 5
  • Jandor, Fortuned Traveler — 1RGW · 2/4 Human Citizen
  • Lyna, Veil of Vengeance — WUB · 2/3 Soltari Cleric
  • Olag and Miau, New Friends — WBG · 3/3 Zombie Cat
  • The Madcap Jester — 1UBR · 3/2 Clown Wizard
  • The Muckslinger Gang — 1BRG · 3/3 Goblin Lizard Beast
  • Tresserhorn's Lord, Returned — 2UBR · 10/4 Zombie Noble
  • Zagorka, Mother of Sanctum — 1GUR · 4/2 Human Peasant

Arzakon is a five-colour planeswalker whose minus makes a Black Lotus token, which is exactly as strong as it sounds and the reason the plus only deals 3. Nephilim Epochal is a four-mana hybrid 4/4 that tutors a Nephilim and pumps the tribe — a tribe that, including this card, has exactly seven members in all of Magic.

Five colours

  • Arzakon — WUBRG · Planeswalker, loyalty 4
  • Nephilim Epochal — U/R R/G G/W W/B · 4/4 Elder Nephilim

The Everforger is the colourless Rulebreaker: any artifact creature or Equipment of any colour identity, and a free copy of one artifact creature or Equipment spell each turn. It is the commander for the artifact deck that never wanted to pick colours in the first place.

Colourless

  • The Everforger — 6 · 4/5 Construct

Which one are you building?

Sixty commanders is more than anyone is going to build. So: of the ten brewers reached for first, which is the one you actually want to sit down and put ninety-nine cards behind?

Which Mystery Booster Commander Edition legend do you most want to build?

  • Homer, the Hermit — Sultai landfall mill
  • Uugguu, the Omniplasm — Ooze aristocrats
  • Ekthi, Contaminator Priest — living weapon Phyrexians
  • Massimo, the Magician — free one-mana spells
  • Grizzlegom, Hurloon Hero — every land in Magic
  • Tsagan, Raider Warlord — max-speed first strike
  • Maular, the Next Evolution — doubled fatties
  • Rikala, Homarid King — tide counters and Islands
  • Ashaya's Enduring Bond — a spell in the command zone
  • Tolabow, Loch Rascal — mono-blue plus one

What to make of it

Mystery Booster Commander Edition is a strange product and it is better for it. Eighty cards is small, the reprint sheet is thin, and none of the sixty new legends look like format-warping power. What the set does instead is hand out permission slips — eight of them explicitly, and another dozen implicitly, in the form of commanders whose deckbuilding question has never been asked before.

Grizzlegom's land base, Maular's colourless fatty pile, Whtz's 250-card deck, a legendary sorcery sitting in the command zone: these are not power-level statements. They are new shapes. For a format whose main constraint has been the same since 2004, a set that spends most of its design budget on editing that constraint is worth paying attention to, whatever the cards themselves end up being worth.

The set arrives November 9, 2026. We will revisit the rankings once real decks start landing — and if the preview-season order holds up even roughly, a 0/9 Crab will have been the most-anticipated commander of the year, which feels like the correct outcome for a Mystery Booster product.

Loading...