Sarevok's Tome is a Magic: The Gathering card, a rare colourless artifact from Commander Legends: Battle for Baldur's Gate (CLB), a draft-focused set released in June 2022. It is collector number 685 in that set, with art by Titus Lunter. It costs {4} (four generic mana) to cast, for a mana value of 4. It has no colour identity. It is legal in Legacy, Vintage, Commander, Duel Commander and Oathbreaker. Commander Legends: Battle for Baldur's Gate is its only printing so far. The latest aggregated market price for this printing is $2.51 (normal finish, as of 2026-11-12).
Card text
When this artifact enters, you take the initiative.
{T}: Add {C}. If you have the initiative, add {C}{C} instead.
{3}, {T}: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Market price
Latest aggregated market price for the normal finish of this printing: $2.51 (as of 2026-11-12).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Sarevok's Tome by format. Formats in which it is not legal are not listed.
The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Commander Legends: Battle for Baldur's Gate (CLB) #645
Rare
2022
Official rulings
The 8 most recent official rulings for Sarevok's Tome, newest first.
A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
The initiative is a designation a player can have. A player with the initiative designation is said to "have the initiative." The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren't in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can't start Undercity.
If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.
There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
If you aren't in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
Similar cards
Other artifact cards with no colour identity, ranked by how often they appear in Commander decks.