Akroma's Will
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
standard
future
historic
gladiator
pioneer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
There’s no extra bonus if you control more than one commander.
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.
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.
The commander you control doesn’t have to be your commander.
There’s no extra bonus if you control more than one commander.
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.
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.
The commander you control doesn’t have to be your commander.
Rulings
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
There’s no extra bonus if you control more than one commander.
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.
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.
The commander you control doesn’t have to be your commander.
There’s no extra bonus if you control more than one commander.
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.
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.
The commander you control doesn’t have to be your commander.
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