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Select Main Deck Cards

--
Arch of Orazca
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

{T}: Add {C}.

{5}, {T}: Draw a card. Activate only if you have the city's blessing.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{1}{G}
Deeproot Elite
Creature - Merfolk Warrior
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
1 / 1
{1}{G}
Deeproot Elite
Creature - Merfolk Warrior
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
1 / 1
{1}{G}
Deeproot Elite
Creature - Merfolk Warrior
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
1 / 1
{1}{G}
Deeproot Elite
Creature - Merfolk Warrior
Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on target Merfolk you control.
1 / 1
{G}
Enter the Unknown
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

You may play an additional land this turn.
{G}
Enter the Unknown
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

You may play an additional land this turn.
{G}
Enter the Unknown
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

You may play an additional land this turn.
{G}
Enter the Unknown
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

You may play an additional land this turn.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{G}{U}
Hadana's Climb
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
--
Winged Temple of Orazca
Legendary Land

(Transforms from Hadana's Climb.)

{T}: Add one mana of any color.

{1}{G}{U}, {T}: Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
{1}{G}{U}
Hadana's Climb
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
--
Winged Temple of Orazca
Legendary Land

(Transforms from Hadana's Climb.)

{T}: Add one mana of any color.

{1}{G}{U}, {T}: Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
{X}{G}{U}
Hydroid Krasis
Creature - Jellyfish Hydra Beast
When you cast this spell, you gain half X life and draw half X cards. Round down each time.

Flying, trample

Hydroid Krasis enters the battlefield with X +1/+1 counters on it.
0 / 0
{X}{G}{U}
Hydroid Krasis
Creature - Jellyfish Hydra Beast
When you cast this spell, you gain half X life and draw half X cards. Round down each time.

Flying, trample

Hydroid Krasis enters the battlefield with X +1/+1 counters on it.
0 / 0
{X}{G}{U}
Hydroid Krasis
Creature - Jellyfish Hydra Beast
When you cast this spell, you gain half X life and draw half X cards. Round down each time.

Flying, trample

Hydroid Krasis enters the battlefield with X +1/+1 counters on it.
0 / 0
{X}{G}{U}
Hydroid Krasis
Creature - Jellyfish Hydra Beast
When you cast this spell, you gain half X life and draw half X cards. Round down each time.

Flying, trample

Hydroid Krasis enters the battlefield with X +1/+1 counters on it.
0 / 0
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{1}{G}{G}
Jadelight Ranger
Creature - Merfolk Scout Ranger
When Jadelight Ranger enters the battlefield, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
2 / 1
{3}{G}{G}{U}{U}
Koma, Cosmos Serpent
Legendary Creature - Serpent
This spell can't be countered.

At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.

Sacrifice another Serpent: Choose one --

• Tap target permanent. Its activated abilities can't be activated this turn.

• Koma, Cosmos Serpent gains indestructible until end of turn.
6 / 6
{1}{G}{U}
Kumena, Tyrant of Orazca
Legendary Creature - Merfolk Shaman
Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can't be blocked this turn.

Tap three untapped Merfolk you control: Draw a card.

Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
2 / 4
{1}{G}{U}
Kumena, Tyrant of Orazca
Legendary Creature - Merfolk Shaman
Tap another untapped Merfolk you control: Kumena, Tyrant of Orazca can't be blocked this turn.

Tap three untapped Merfolk you control: Draw a card.

Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
2 / 4
{G}{U}
Merfolk Mistbinder
Creature - Merfolk Shaman
Other Merfolk you control get +1/+1.
2 / 2
{G}{U}
Merfolk Mistbinder
Creature - Merfolk Shaman
Other Merfolk you control get +1/+1.
2 / 2
{G}{U}
Merfolk Mistbinder
Creature - Merfolk Shaman
Other Merfolk you control get +1/+1.
2 / 2
{G}{U}
Merfolk Mistbinder
Creature - Merfolk Shaman
Other Merfolk you control get +1/+1.
2 / 2
{G}{U}
Merfolk Skydiver
Creature - Merfolk Mutant
Flying

When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.

{3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
1 / 1
{G}{U}
Merfolk Skydiver
Creature - Merfolk Mutant
Flying

When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.

{3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
1 / 1
{G}{U}
Merfolk Skydiver
Creature - Merfolk Mutant
Flying

When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.

{3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
1 / 1
{G}{U}
Merfolk Skydiver
Creature - Merfolk Mutant
Flying

When Merfolk Skydiver enters the battlefield, put a +1/+1 counter on target creature you control.

{3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
1 / 1
--
Temple of Mystery
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

{T}: Add {G} or {U}.
--
Temple of Mystery
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

{T}: Add {G} or {U}.
--
Temple of Mystery
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.

{T}: Add {G} or {U}.
--
Unclaimed Territory
Land
As Unclaimed Territory enters the battlefield, choose a creature type.

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
--
Unclaimed Territory
Land
As Unclaimed Territory enters the battlefield, choose a creature type.

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
--
Unclaimed Territory
Land
As Unclaimed Territory enters the battlefield, choose a creature type.

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
--
Unclaimed Territory
Land
As Unclaimed Territory enters the battlefield, choose a creature type.

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
{U}
Unsummon
Instant
Return target creature to its owner's hand.
{U}
Unsummon
Instant
Return target creature to its owner's hand.
{U}
Unsummon
Instant
Return target creature to its owner's hand.
{U}
Unsummon
Instant
Return target creature to its owner's hand.
{1}{G}{U}
Vorel of the Hull Clade
Legendary Creature - Human Merfolk
{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
1 / 4
{1}{G}{U}
Vorel of the Hull Clade
Legendary Creature - Human Merfolk
{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
1 / 4