The Deck of Many Things
Legendary Artifact
,
: Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
- CMC
- 5
- Mana cost
- Color identity
- C
- Rarity
- mythic
- Set
- Adventures in the Forgotten Realms Promos
- Price
- —
- EDHREC rank
- #4465
The Deck of Many Things hits the table and immediately threatens to reshape the game — cast it, flip until you hit a card type you haven't flipped yet, and snowball through card advantage, extra turns, or outright wins that no opponent saw coming. The cost is real: seven mana is a significant ask, and the variance means you can whiff into nothing useful. Wyll, Blade of Frontiers // Sword Coast Sailor turns that variance into a feature by triggering on every die roll the card generates, which is the cleanest argument for running it.
Best Commanders
Commanders with the highest synergy


Wyll, Blade of Frontiers // Sword Coast Sailor
Wyll, Blade of Frontiers // Sword Coast Sailor is the natural home: every flip of The Deck of Many Things is a die roll that triggers Wyll's ability, so the card draws you deeper while also doing its own chaotic work.

Mr. House, President and CEO
Mr. House, President and CEO rewards dice rolling at scale, and The Deck of Many Things generates a stream of rolls that translate directly into Mr. House's Treasure and 1/1 Robot output.

Vrondiss, Rage of Ancients
Vrondiss, Rage of Ancients cares about damage being dealt to him, and the random outcomes of The Deck of Many Things can redirect damage to Vrondiss to trigger his Dragon token production.

Delina, Wild Mage
Delina, Wild Mage's attack trigger is itself a die roll, and The Deck of Many Things slots into any dice-matters package that rewards piling on more rolls for incidental payoffs.

The Most Dangerous Gamer
The Most Dangerous Gamer hunts down dungeon and venture synergies, and The Deck of Many Things fits the broad artifact-value shell these decks use to grind out resources over a long game.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
The Deck of Many Things is legal in Commander, Legacy, Modern, Pioneer, Vintage, and Oathbreaker, but Commander is the only format where it actually sees meaningful play. Seven mana is unworkable in competitive Legacy or Vintage, where games rarely reach the turn where this resolves, and Modern and Pioneer have tighter mana and more punishing clocks. In Commander, the singleton format's slower pace and higher average game length give The Deck of Many Things the time it needs to land, and the multiplayer political dimension makes its chaotic outputs more tolerable — opponents are also rolling the dice on whether to spend removal on it.
Key Combos
Combo lines featuring this card
Price Context
Current price
unknown tier
Pricing data for The Deck of Many Things isn't currently available in this snapshot, so check Scryfall or TCGPlayer for a live number before buying. It's a casual Commander card with a narrow spike profile — demand is driven almost entirely by Wyll and dice-matters builds, not competitive play, so prices tend to be stable rather than volatile.
Explore
Sources
Mentioned
- Wyll, Blade of Frontiers // Sword Coast Sailor
- Mr. House, President and CEO
- Vrondiss, Rage of Ancients
- Delina, Wild Mage
- The Most Dangerous Gamer
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.