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Wizards of the Coast

Magic the Gathering Commander Legends Battle for Baldurs Gate Draft Boosters (24 Boosters Per Display)

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Regular price $165.00
Sale price $165.00 Regular price

A 24-pack Draft Booster display for Magic: The Gathering’s Commander Legends: Battle for Baldur’s Gate. Draft two cards at a time, build a 60-card Commander deck and battle in the Dungeons & Dragons world of Baldur’s Gate. For 4–8 players, ages 13+, with games of 60–120 minutes.

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About the Game

Crack packs with friends, snap up legendary creatures two cards at a time, then face off in a free-for-all where alliances shift and only one commander reigns. This Draft Booster display contains 24 Commander Legends: Battle for Baldur’s Gate boosters, each holding 20 Magic cards, including 1–4 cards of rare or higher and one traditional foil in every pack.

With three boosters per player, a group of up to eight can draft and build 60-card Commander decks. Games typically run 60–120 minutes at medium-heavy complexity, recommended for ages 13+. Core mechanics include card drafting, deck construction and hand management.

Released by Wizards of the Coast in 2022, the set follows 2020’s Commander Legends as the second draftable Commander product, this time crossing Magic with the Dungeons & Dragons realm of Baldur’s Gate.

History

Released by Wizards of the Coast in 2022, Commander Legends: Battle for Baldur’s Gate is the second set in the Commander Legends line, following the original Commander Legends released in 2020. It carries the draftable Commander format into the Dungeons & Dragons setting of Baldur’s Gate, swapping the original’s world for Forgotten Realms characters and lore while keeping the multiplayer Commander focus.

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Watch: How to play

Rules of Magic the Gathering Commander Legends Battle for Baldurs Gate Draft Boosters (24 Boosters Per Display)

  • Set up: seat up to eight players and give each player three Draft Boosters; this display has enough for one full pod.
  • Open one booster at a time. Each pick, choose two cards and keep them hidden, then pass the rest left, right, then left across the three boosters.
  • After drafting, build a 60-card Commander deck from your drafted cards plus basic lands, matching your commander colour identity.
  • Choose a legendary creature as commander. If it has Choose a Background, you may pair it with one Background; use the combined colour identity.
  • Put your commander in the command zone, shuffle, draw opening hands and play a multiplayer free-for-all.
  • On your turn: untap, upkeep and draw, then play lands and spells in your main phases, attack in combat, and finish in your ending phase.
  • Cast your commander from the command zone; each time it returns there, recasting it costs two more mana.
  • Win: be the last player remaining. Players lose at 0 life, from 21 combat damage by one commander, or to card effects; games often run 60-120 minutes.

Strategy

  • First picks favour a strong commander, efficient removal, mana fixing and card draw over narrow build-arounds.
  • Stay open early; move into colours once signals are clear, and avoid stretching into three or more colours without fixing.
  • Keep a sensible curve: some cheap creatures and ramp let you affect the table before the biggest plays arrive.
  • If you draft Choose a Background, prioritise a Background that supports your colours and game plan rather than a flashy off-colour one.
  • Include interaction that can answer commanders or punish the whole table; single-target removal alone can fall behind in multiplayer.
  • Do not become the obvious early archenemy: develop your board, hold up defence when possible, and let others spend resources first.
  • Use politics honestly and sparingly; short-term deals can protect you, but assume alliances will shift as life totals drop.
  • During deckbuilding, trim off-plan cards, weaker duplicates and clunky high-cost spells until you have 60 cards with enough lands.