Card Cycle: Commander’s Will. Card Cycle: Dual Lands 


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Card Cycle: Commander’s Will. Card Cycle: Dual Lands

Card Cycle: Commander’s Will

 

You know what they say about selecting more than one mode for modal spells—where there’s a will, there’s a way. This cycle of cards rewards you for controlling a commander by letting you pick all of their options.

Akroma’s Will
{3}{W}
Instant
Choose one. If you control a commander as you cast this spell, you may choose both.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from all colors until end of turn.

· Each Commander’s Will card is named after a specific legendary card but controlling any commander will satisfy its condition.

· There’s no extra bonus if you control more than one commander.

· The commander you control doesn’t have to be your commander.

· Once you’ve announced that you’re casting a spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.

· Once you’ve chosen both modes for the spell, it doesn’t matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.

 

Card Cycle: Dual Lands

 

Multiplayer games have many benefits. Not only are there more people to have fun with, but you also get access to fantastic dual lands. The Commander Legends set finishes up the cycle of multiplayer lands begun in the Battlebond™ set.

Rejuvenating Springs
Land
Rejuvenating Springs enters the battlefield tapped unless you have two or more opponents.
{T}: Add {G} or {U}.

· Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.

· If an effect puts the land onto the battlefield tapped, having two or more opponents won’t untap it.

 



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