Commander 2013

Obelisk of Esper

Obelisk of Esper {3}

Artifact
{T}: Add {W}, {U}, or {B}.
It is a monument as austere, unyielding, and inscrutable as Esper itself.
Obelisk of Grixis

Obelisk of Grixis {3}

Artifact
{T}: Add {U}, {B}, or {R}.
Like most features of Grixis, the obelisks that remain from the time of Alara now exist only for dark exploitation.
Obelisk of Jund

Obelisk of Jund {3}

Artifact
{T}: Add {B}, {R}, or {G}.
Volcanic ash-winds batter it, climbing vines overwhelm it, dragonfire roasts it, and yet it still stands as a testament to a forgotten world.
Pilgrim's Eye

Pilgrim's Eye {3}

Artifact Creature - Thopter
Flying
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
The kor send their thopter kites to see if the land is in a welcoming mood.
1/1
Plague Boiler

Plague Boiler {3}

Artifact
At the beginning of your upkeep, put a plague counter on this artifact.
{1}{B}{G}: Put a plague counter on this artifact or remove a plague counter from it.
When this artifact has three or more plague counters on it, sacrifice it. If you do, destroy all nonland permanents.
Pristine Talisman

Pristine Talisman {3}

Artifact
{T}: Add {C}. You gain 1 life.
"Tools and artisans can be destroyed, but the act of creation is inviolate."
—Elspeth Tirel
Seer's Sundial

Seer's Sundial {4}

Artifact
Landfall — Whenever a land you control enters, you may pay {2}. If you do, draw a card.
"The shadow travels toward the apex. I predict we will soon see the true measure of darkness."
Selesnya Signet

Selesnya Signet {2}

Artifact
{1}, {T}: Add {G}{W}.
The symbol of the Conclave is one of unity, with tree supporting sun and sun feeding tree.
Related card: Relics of the Rubblebelt
Simic Signet

Simic Signet {2}

Artifact
{1}, {T}: Add {G}{U}.
For the Simic Combine, its sigil serves not as an emblem of honor but as a trademark. Its familiar image on any biological commodity attests to superb craftsmanship, ingenious innovation, and higher cost.
Related card: Relics of the Rubblebelt
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
Spine of Ish Sah

Spine of Ish Sah {7}

Artifact
When this artifact enters, destroy target permanent.
When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
Sun Droplet

Sun Droplet {2}

Artifact
Whenever you're dealt damage, put that many charge counters on this artifact.
At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
Surveyor's Scope

Surveyor's Scope {2}

Artifact
{T}, Exile this artifact: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.
Swiftfoot Boots

Swiftfoot Boots {2}

Artifact - Equipment
Equipped creature has hexproof and haste.
Equip {1}
Sword of the Paruns

Sword of the Paruns {4}

Artifact - Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0.
As long as equipped creature is untapped, untapped creatures you control get +0/+2.
{3}: You may tap or untap equipped creature.
Equip {3}
Temple Bell

Temple Bell {3}

Artifact
{T}: Each player draws a card.
Enlightenment is not gained by striking the bell or hearing its toll. It's found in the silence that follows.
Thousand-Year Elixir

Thousand-Year Elixir {3}

Artifact
You may activate abilities of creatures you control as though those creatures had haste.
{1}, {T}: Untap target creature.
Paradoxically, to tilt the massive jug for a sip, you'd need the energy of the giant's tonic.
Thunderstaff

Thunderstaff {3}

Artifact
As long as this artifact is untapped, if a creature would deal combat damage to you, prevent 1 of that damage.
{2}, {T}: Attacking creatures get +1/+0 until end of turn.
Jort the Thunder-Mad spent his life perfecting a way to harness the power of the heavens.
Tower of Fortunes

Tower of Fortunes {4}

Artifact
{8}, {T}: Draw four cards.
The ur-golem etchings begin by celebrating Mirrodin's creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.
Viseling

Viseling {4}

Artifact Creature - Phyrexian Construct
At the beginning of each opponent's upkeep, this creature deals X damage to that player, where X is the number of cards in their hand minus 4.
"This may hurt a lot."
2/2
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 the forest beyond the horizon, the mountain waiting to be climbed, the new land across the endless sea.
Well of Lost Dreams

Well of Lost Dreams {4}

Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Some say the knowledge lost during the Ritual of Rebuking is returned through the well's waters.
Akoum Refuge

Akoum Refuge

Land
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {R}.
Arcane Sanctum

Arcane Sanctum

Land
This land enters tapped.
{T}: Add {W}, {U}, or {B}.
"We must rely on our own knowledge, not on the dogma of the seekers or the mutterings of the sphinxes."
—Tullus of Palandius
Azorius Chancery

Azorius Chancery

Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
{T}: Add {W}{U}.