Neon Dynasty Commander

Foundry Inspector

Foundry Inspector {3}

Artifact Creature - Construct
Artifact spells you cast cost {1} less to cast.
Automaton inspectors ensure that the Consulate's stringent standards for mass production are upheld.
3/2
Gold Myr

Gold Myr {2}

Artifact Creature - Myr
{T}: Add {W}.
The leonin thought of the myr as omens, never imagining the sinister fate they foretold.
1/1
Mirage Mirror

Mirage Mirror {3}

Artifact
{2}: Mirage Mirror becomes a copy of target artifact, creature, enchantment, or land until end of turn.
Most mirrors show your reflection. Others show your potential.
Peacewalker Colossus

Peacewalker Colossus {3}

Artifact - Vehicle
{1}{W}: Another target Vehicle you control becomes an artifact creature until end of turn.
Crew 4
"Peace? Its sole purpose is fear."
—Saheeli Rai
6/6
Raiders' Karve

Raiders' Karve {3}

Artifact - Vehicle
Whenever Raiders' Karve attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Crew 3
4/4
Related cards: Break Expectations Experimental Pilot
Shimmer Myr

Shimmer Myr {3}

Artifact Creature - Myr
Flash
You may cast artifact spells as though they had flash.
It evades Phyrexians by hiding in the spaces between seconds.
2/2
Silver Myr

Silver Myr {2}

Artifact Creature - Myr
{T}: Add {U}.
The vedalken saw the myr as toys, unaware of the intelligence lurking behind their empty eyes.
1/1
Skysovereign, Consul Flagship

Skysovereign, Consul Flagship {5}

Legendary Artifact - Vehicle
Flying
Whenever Skysovereign, Consul Flagship enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3
6/5
Smuggler's Copter

Smuggler's Copter {2}

Artifact - Vehicle
Flying
Whenever Smuggler's Copter attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1
3/3
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
Solemn Simulacrum

Solemn Simulacrum {4}

Artifact Creature - Golem
When Solemn Simulacrum enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Solemn Simulacrum dies, you may draw a card.
2/2
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
Sword of Vengeance

Sword of Vengeance {3}

Artifact - Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip {3}
When wielded by a true believer, it matters little whether the sword is a relic or a replica.
Weatherlight

Weatherlight {4}

Legendary Artifact - Vehicle
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Crew 3
4/5
Cinder Glade

Cinder Glade

Land - Mountain Forest
({T}: Add {R} or {G}.)
Cinder Glade 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.
Command Tower

Command Tower

Land
{T}: Add one mana of any color in your commander's color identity.
When defeat is near and guidance is scarce, all eyes look in one direction.
Related card: Tower Winder
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
Game Trail

Game Trail

Land
As Game Trail enters, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters tapped.
{T}: Add {R} or {G}.
Gruul Turf

Gruul Turf

Land
Gruul Turf enters tapped.
When Gruul Turf enters, return a land you control to its owner's hand.
{T}: Add {R}{G}.
Mossfire Valley

Mossfire Valley

Land
{1}, {T}: Add {R}{G}.
The battle at Ganzan Pass left the land so saturated with blood and twisted kami magic that it was a century before a single blade of grass could take root.
Opal Palace

Opal Palace

Land
{T}: Add {C}.
{1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Oran-Rief, the Vastwood

Oran-Rief, the Vastwood

Land
Oran-Rief, the Vastwood enters tapped.
{T}: Add {G}.
{T}: Put a +1/+1 counter on each green creature that entered this turn.
Port Town

Port Town

Land
As Port Town enters, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters tapped.
{T}: Add {W} or {U}.
A haunted fog known as the Nebelgast shrouds the cities along Nephalia's coast.
Prairie Stream

Prairie Stream

Land - Plains Island
({T}: Add {W} or {U}.)
Prairie Stream enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
Raging Ravine

Raging Ravine

Land
Raging Ravine enters tapped.
{T}: Add {R} or {G}.
{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.