Home / Magic: The Gathering / Commander Legends: Battle for Baldur's Gate / Wand of Wonder
Wand of Wonder
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Artifact

Wand of Wonder

rare · Artifact · Commander Legends: Battle for Baldur's Gate
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.

Card Details

-/-Power / Toughness
{3}{R}Mana Cost
4Prints

Character Background

Wand of Wonder is a perfect splashy value engine for spellslinger control or midrange builds that can afford a little chaos in exchange for explosive tempo swings. In Commander, the card often reads like a miniature theft spell: you spend four mana to activate, roll the die, and potentially turn each opponent’s deck into a shared spell buffet while clearing away their top-end setup. Even the low rolls can be fine if your deck is built to leverage free instants and sorceries, and the high roll can completely flip a table by chaining three spells at once. It pairs especially well with deck ideas that copy or recur activated abilities, add mana for repeated activations, or run cheap cantrips and interaction to keep the game moving while you wait for the Wand to pay off. Blue-red shells with spell recursion, artifact support, and extra mana are the best home, since they can protect the artifact and capitalize on whatever nonsense it reveals.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Wand of Wonder is a perfect splashy value engine for spellslinger control or midrange builds that can afford a little chaos in exchange for explosive tempo swings. In Commander, the card often reads like a miniature theft spell: you spend four mana to activate, roll the die, and potentially turn each opponent’s deck into a shared spell buffet while clearing away their top-end setup. Even the low rolls can be fine if your deck is built to leverage free instants and sorceries, and the high roll can completely flip a table by chaining three spells at once. It pairs especially well with deck ideas that copy or recur activated abilities, add mana for repeated activations, or run cheap cantrips and interaction to keep the game moving while you wait for the Wand to pay off. Blue-red shells with spell recursion, artifact support, and extra mana are the best home, since they can protect the artifact and capitalize on whatever nonsense it reveals.

Generated using gpt-5.4-mini · Updated at 2026-08-21 17:20:43 UTC

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