Keeper of the Accord is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token. At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Complete guide
Keeper of the Accord is a powerful catch-up mechanism for White decks in Commander, ensuring you never fall behind in numbers or resources. This Human Soldier monitors your opponents' boards and rewards you with reinforcements or mana whenever you are outnumbered. It serves as a persistent engine that punishes aggressive ramping and wide board states throughout every turn cycle.
Dual Trigger Mechanics
Keeper of the Accord features two distinct triggered abilities that occur at the start of each opponent's end step. The first ability checks for creature counts, and the second checks for land counts. Both abilities use an 'intervening if' clause, meaning the condition (having fewer creatures or lands than the active player) must be true both when the ability triggers and when it resolves. If you already caught up during the end step before a trigger resolves, you will not get the bonus.
Stacking the Triggers
Because both abilities trigger at the same time, you choose the order in which they are placed on the stack. This is rarely relevant for the outcome of the abilities themselves, but it allows you to control the flow of the game. Note that the land search is optional ('you may'), while the Soldier token creation is mandatory if the condition is met upon resolution.
Strategic Land Searching
When the land ability resolves, you search your library for a basic Plains card and put it onto the battlefield tapped. This is a powerful form of ramp that specifically helps White maintain pace with green-based decks. Because the land enters tapped, you cannot use it for mana during that opponent's turn, but it will be ready for your next turn.
Common Pitfalls
A common mistake is forgetting that these triggers happen on every opponent's end step, not just your own. Another oversight is the count check: if an opponent controls 5 lands and you control 4, you get a land. However, if another effect puts a land onto your battlefield before the Keeper's ability resolves, you will no longer have fewer lands than that opponent, and the ability will fizzle.
Interaction examples
If you have Roaming Throne on the battlefield and chose 'Human' or 'Soldier' as it entered, Keeper of the Accord's abilities will each trigger twice. During an opponent's end step, if they have more lands than you, you can put two 'search for a Plains' triggers on the stack. Note that after the first trigger resolves, you put a land into play. If your land count now equals the opponent's, the second trigger will fail to resolve because the 'if' condition is no longer met.
If you play Solemn Simulacrum, you search for a land and put it into play. If this puts your land count equal to your opponent's, Keeper of the Accord will not trigger during that opponent's next end step. Use the Keeper to catch up first, then play your other ramp spells to pull ahead during your own turn.
In a four-player game, if one opponent has a high creature count, Keeper of the Accord can generate a 1/1 white Soldier token on each of their turns. By the time your turn starts, you may have gained three tokens, effectively rebuilding your board presence for free simply by being the 'underdog' at the table.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Keeper of the Accord
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Both triggered abilities trigger at the same time. You may put them on the stack in either order.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the opponent doesn't control more creatures than you as their end step begins, the first ability won't trigger. The same is true for lands and the second ability. Each of those abilities will check again when it tries to resolve. If the opponent no longer controls more creatures (or lands) than you, the ability won't resolve and will have no effect.
No other card is named in this ruling.
Related cards and tokens
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Keeper of the Accord
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum
Soldier