Sengir, the Dark Baron (CMR #149)

Sengir, the Dark Baron — Commander Legends

Sengir, the Dark Baron is a rare printing from Commander Legends (CMR #149), a Legendary Creature — Vampire Noble. Illustrated by Bastien L. Deharme.

Card text

Flying

Whenever another creature dies, put two +1/+1 counters on Sengir.

Whenever another player loses the game, you gain life equal to that player's life total as the turn began.

Partner (You can have two commanders if both have partner.)

Details

Mana cost {4}{B}{B}
Type Legendary Creature — Vampire Noble
Power / Toughness 4 / 4
Rarity Rare
Set Commander Legends (CMR)
Collector number 149
Artist Bastien L. Deharme
Released 2020-11-20

Current price

As of 2026-10-19, Scryfall listed this printing at non-foil $0.30, foil $0.29 (USD). Prices change constantly, so check the live price before buying.

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Legality

Standard Not legal
Future Standard Not legal
Historic Not legal
Timeless Not legal
Gladiator Not legal
Pioneer Not legal
Modern Not legal
Legacy Legal
Pauper Not legal
Vintage Legal
Penny Dreadful Not legal
Commander Legal
Oathbreaker Legal
Standard Brawl Not legal
Brawl Not legal
Competitive Brawl Not legal
Alchemy Not legal
Pauper Commander Not legal
Duel Commander Legal
Old School Not legal
Premodern Not legal
PrEDH Not legal
TLR Not legal

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Rulings

  • November 10, 2020 — If Sengir, the Dark Baron is dealt lethal damage at the same time as other creatures, they die at the same time. The second ability won't resolve in time to save Sengir, the Dark Baron.
  • November 10, 2020 — Sengir, the Dark Baron's third ability will trigger no matter how the player lost the game: due to a state-based action (having 0 or less life, trying to draw a card from an empty library, having 10 or more poison counters), because of a spell or effect that states they lose the game, because your awesome might has left them with no choice other than concession, or for any other reason.
  • November 10, 2020 — If you and another player lose the game at the same time, the third ability won't resolve in time to save you.
  • November 10, 2020 — If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • November 10, 2020 — Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • November 10, 2020 — To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • November 10, 2020 — Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • November 10, 2020 — If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • November 10, 2020 — An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • November 10, 2020 — You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.