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--
Ancient Tomb
Land
{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.
{1}{U}
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.

You draw a card at the beginning of the next turn's upkeep.
--
Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.

When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.

{T}: Add {W}{U}.
{5}{W}
Beacon of Immortality
Instant
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
{5}{B}{B}
Behold the Beyond
Sorcery
Discard your hand. Search your library for three cards, put them into your hand, then shuffle.
--
Blood Crypt
Land - Swamp Mountain
({T}: Add {B} or {R}.)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Bojuka Bog
Land
Bojuka Bog enters the battlefield tapped.

When Bojuka Bog enters the battlefield, exile target player's graveyard.

{T}: Add {B}.
--
Boros Garrison
Land
Boros Garrison enters the battlefield tapped.

When Boros Garrison enters the battlefield, return a land you control to its owner's hand.

{T}: Add {R}{W}.
{U}
Brainstorm
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
--
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.
{G}
Burgeoning
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
--
Cabal Coffers
Land
{2}, {T}: Add {B} for each Swamp you control.
{3}{G}
Calming Verse
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
--
Cascading Cataracts
Land
Indestructible

{T}: Add {C}.

{5}, {T}: Add five mana in any combination of colors.
{2}{B}{B}{G}{G}
Casualties of War
Sorcery
Choose one or more --

• Destroy target artifact.

• Destroy target creature.

• Destroy target enchantment.

• Destroy target land.

• Destroy target planeswalker.
{3}{G}
Channel the Suns
Sorcery
Add {W}{U}{B}{R}{G}.
{1}{W}{W}
Cleansing Meditation
Sorcery
Destroy all enchantments.

Threshold -- If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}{U}{ // }{4}{U}{U}
Commit // Memory
Instant // Sorcery
Put target spell or nonland permanent into its owner's library second from the top.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Each player shuffles their hand and graveyard into their library, then draws seven cards.
{G}
Crop Rotation
Instant
As an additional cost to cast this spell, sacrifice a land.

Search your library for a land card, put that card onto the battlefield, then shuffle.
{1}{U}
Cyclonic Rift
Instant
Return target nonland permanent you don't control to its owner's hand.

Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{2}{R}{G}
Decimate
Sorcery
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
{6}{B}{B}
Decree of Pain
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.

Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.)

When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
{1}{B}
Demonic Tutor
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
{3}{U}{U}
Devastation Tide
Sorcery
Return all nonland permanents to their owners' hands.

Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
{5}{U/R}{U/R}
Djinn Illuminatus
Creature - Djinn
({U/R} can be paid with either {U} or {R}.)

Flying

Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
3 / 5
{3}{W/U}{W/U}
Enchanted Evening
Enchantment
All permanents are enchantments in addition to their other types.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{1}{G}
Explore
Sorcery
You may play an additional land this turn.

Draw a card.
{B}{B}
False Cure
Instant
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life they gained.
{1}{G}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{U}{R}
Firemind's Research
Enchantment
Whenever you cast an instant or sorcery spell, put a charge counter on Firemind's Research.

{1}{U}, Remove two charge counters from Firemind's Research: Draw a card.

{1}{R}, Remove five charge counters from Firemind's Research: It deals 5 damage to any target.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Forbidden Orchard
Land
{T}: Add one mana of any color.

Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{2}{G/W}{G/W}{G/W}
Fracturing Gust
Instant
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
{U/P}
Gitaxian Probe
Sorcery
({U/P} can be paid with either {U} or 2 life.)

Look at target player's hand.

Draw a card.
--
Godless Shrine
Land - Plains Swamp
({T}: Add {W} or {B}.)

As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{1}{G}
Ground Seal
Enchantment
When Ground Seal enters the battlefield, draw a card.

Cards in graveyards can't be the targets of spells or abilities.
--
Grove of the Burnwillows
Land
{T}: Add {C}.

{T}: Add {R} or {G}. Each opponent gains 1 life.
{G}{U}
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
--
Halimar Depths
Land
Halimar Depths enters the battlefield tapped.

When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.

{T}: Add {U}.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{4}{G}
Hour of Promise
Sorcery
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
{3}{W}{W}{W}
Hour of Revelation
Sorcery
This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield.

Destroy all nonland permanents.
{R}{R}
Increasing Vengeance
Instant
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.

Flashback {3}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{U}{U}
Insidious Will
Instant
Choose one --

• Counter target spell.

• You may choose new targets for target spell.

• Copy target instant or sorcery spell. You may choose new targets for the copy.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Izzet Boilerworks
Land
Izzet Boilerworks enters the battlefield tapped.

When Izzet Boilerworks enters the battlefield, return a land you control to its owner's hand.

{T}: Add {U}{R}.
{1}{G}
Kavu Predator
Creature - Kavu
Trample

Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator.
2 / 2
--
Krosan Verge
Land
Krosan Verge enters the battlefield tapped.

{T}: Add {C}.

{2}, {T}, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
{U}{B}
Lim-Dûl's Vault
Instant
Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library in any order, then look at the top five cards of your library. Then shuffle and put the last cards you looked at this way on top in any order.
{U}{U}
Mana Drain
Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
{4}{W}{B}
Merciless Eviction
Sorcery
Choose one --

• Exile all artifacts.

• Exile all creatures.

• Exile all enchantments.

• Exile all planeswalkers.
--
Misty Rainforest
Land
{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
{3}{R}
Mizzix's Mastery
Sorcery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.

Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{3}{U}
Mystical Teachings
Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.

Flashback {5}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{G}
Nature's Claim
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
{1}{G}
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
{2}{U}{B}
Notion Thief
Creature - Human Rogue
Flash

If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
3 / 1
{1}{W}{U}{B}{R}{G}
O-Kagachi, Vengeful Kami
Legendary Creature - Dragon Spirit
Flying, trample

Whenever O-Kagachi, Vengeful Kami deals combat damage to a player, if that player attacked you during their last turn, exile target nonland permanent that player controls.
6 / 6
--
Overgrown Tomb
Land - Swamp Forest
({T}: Add {B} or {G}.)

As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{3}{R}
Past in Flames
Sorcery
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
{U}
Quicken
Instant
The next sorcery spell you cast this turn can be cast as though it had flash. (It can be cast any time you could cast an instant.)

Draw a card.
{3}{G}
Reap and Sow
Sorcery
Choose one --

• Destroy target land.

• Search your library for a land card, put that card onto the battlefield, then shuffle.

Entwine {1}{G} (Choose both if you pay the entwine cost.)
{4}{U}{U}
Recurring Insight
Sorcery
Draw cards equal to the number of cards in target opponent's hand.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
--
Reflecting Pool
Land
{T}: Add one mana of any type that a land you control could produce.
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
--
Riftstone Portal
Land
{T}: Add {C}.

As long as Riftstone Portal is in your graveyard, lands you control have "{T}: Add {G} or {W}."
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Selesnya Sanctuary
Land
Selesnya Sanctuary enters the battlefield tapped.

When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.

{T}: Add {G}{W}.
{W}
Silence
Instant
Your opponents can't cast spells this turn.
--
Simic Growth Chamber
Land
Simic Growth Chamber enters the battlefield tapped.

When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.

{T}: Add {G}{U}.
{3}{G}
Skyshroud Claim
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
--
Slayers' Stronghold
Land
{T}: Add {C}.

{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
--
Snow-Covered Forest
Basic Snow Land - Forest
({T}: Add {G}.)
--
Snow-Covered Island
Basic Snow Land - Island
({T}: Add {U}.)
--
Steam Vents
Land - Island Mountain
({T}: Add {U} or {R}.)

As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{U}
Swan Song
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{1}{G}
Sylvan Library
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
{2}{B}
Tainted Remedy
Enchantment
If an opponent would gain life, that player loses that much life instead.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{5}{U}{U}
Temporal Mastery
Sorcery
Take an extra turn after this one. Exile Temporal Mastery.

Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
{4}{W}{W}
Terminus
Sorcery
Put all creatures on the bottom of their owners' libraries.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
{4}{U}
The Mirari Conjecture
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I -- Return target instant card from your graveyard to your hand.

II -- Return target sorcery card from your graveyard to your hand.

III -- Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
{2}{U}{U}
Turnabout
Instant
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
{3}{G}{U}
Urban Evolution
Sorcery
Draw three cards. You may play an additional land this turn.
--
Urborg, Tomb of Yawgmoth
Legendary Land
Each land is a Swamp in addition to its other land types.
{B}
Vampiric Tutor
Instant
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
--
Verdant Catacombs
Land
{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
{1}{W}
Wall of Shards
Snow Creature - Wall
Defender, flying

Cumulative upkeep--An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
1 / 8
--
Watery Grave
Land - Island Swamp
({T}: Add {U} or {B}.)

As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
--
Wooded Foothills
Land
{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

{1}{R}{R}
Bonus Round
Sorcery
Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.
{W}
Condemn
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
{2}{B}{B}
Ill-Gotten Gains
Sorcery
Exile Ill-Gotten Gains. Each player discards their hand, then returns up to three cards from their graveyard to their hand.
{1}{B}{B}
Praetor's Grasp
Sorcery
Search target opponent's library for a card and exile it face down. Then that player shuffles. You may look at and play that card for as long as it remains exiled.
{1}{R}
Punishing Fire
Instant
Punishing Fire deals 2 damage to any target.

Whenever an opponent gains life, you may pay {R}. If you do, return Punishing Fire from your graveyard to your hand.
{1}{U}
Rattlechains
Creature - Spirit
Flash

Flying

When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.
2 / 1
{3}{G}
Reverent Silence
Sorcery
If you control a Forest, rather than pay this spell's mana cost, you may have each other player gain 6 life.

Destroy all enchantments.
{6}{W}{W}
Reverse the Sands
Sorcery
Redistribute any number of players' life totals. (Each of those players gets one life total back.)
{1}{W}
Serenity
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
{1}{B}
Tainted Pact
Instant
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.