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Commander Decks

Baldur's Gate 3 — 100-Card Commander Deck

Astarion and Karlach lead a party capped at four, where the same act pleases one companion and offends another, and every roll reads the top card of your own library — so a loaded die is not cheating, it is the correct way to play.

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Baldur's Gate 3 — Roll for It

Commanded by Astarion, the Pale Elf and Karlach, Fury of Avernus, this Grixis (blue/black/red) 100-Card Commander Deck is about the two things a party actually spends its evening on: a die roll, and who is allowed to come along. The two commanders sit on opposite sides of the same trigger — Astarion approves of sacrifice and disapproves of gaining life, Karlach is the exact inverse — so every turn you decide which of them you are currently disappointing.

  • The Roll: Roll N reveals the top card of your own library. Mana value N or greater succeeds; a land is a natural 1. There is no outside chance: thirty-five lands are thirty-five natural ones waiting in the library, and every scry, surveil and reorder — Karmic Dice, Perception Check, Bhaal's Whisper — is a hand resting on the die. Failure still does something, and The Absolute is paid every time you roll a one. Fifty-two cards roll or read a roll.
  • Approval: eleven companions enter with two approval counters and print an Approves line and a Disapproves line. You can never control more than four; a fifth sends one of them back to camp. The same act moves different people in opposite directions, which is why Minthara sends Halsin and Wyll to camp the moment she arrives, and why a party of four is a real choice and not a pile of good cards.
  • The cast: Shadowheart, Lae'zel, Gale, Wyll, Minsc and Boo, The Dark Urge, Withers, Raphael and The Emperor.

Why Grixis

Blue is the parasite and the thing on the other end of it: the nautiloid, the Astral Prism, the Emperor's accurate half-truths, and looking at the top of the library before anyone else does. Black is the price list — Withers' ledger, soul coins, and Raphael's contract, honest, itemised and ruinous. Red is Karlach's engine, Lae'zel's crèche and a party that solves problems by walking directly at them. No white, because nobody here is redeemed by an institution; no green, because the grove burns in Act One. Camp is a zone, not a graveyard, and five cards bring companions back out of it.

A complete 100-card Commander deck plus 5 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.

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Fan-made proxy — not intended for official tournaments

30.00€

All 85 Cards in the Baldur's Gate 3 Deck

Every card is also available individually as a single Magic proxy.