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Select Main Deck Cards

{3}{R}
Anger
Creature - Incarnation
Haste

As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
2 / 2
--
Arid Mesa
Land
{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
{6}{R}{R}
Avatar of Fury
Creature - Avatar
If an opponent controls seven or more lands, this spell costs {6} less to cast.

Flying

{R}: Avatar of Fury gets +1/+0 until end of turn.
6 / 6
{4}{G}{G}
Avatar of Growth
Creature - Elemental Avatar
This spell costs {1} less to cast for each opponent you have.

Trample

When Avatar of Growth enters the battlefield, each player searches their library for up to two basic land cards, puts them onto the battlefield, then shuffles.
4 / 4
{6}{G}{G}
Avatar of Might
Creature - Avatar
If an opponent controls at least four more creatures than you, this spell costs {6} less to cast.

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
8 / 8
{6}{R}{R}
Avatar of Slaughter
Creature - Avatar
All creatures have double strike and attack each combat if able.
8 / 8
{6}{B}{B}
Avatar of Woe
Creature - Avatar
If there are ten or more creature cards total in all graveyards, this spell costs {6} less to cast.

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

{T}: Destroy target creature. It can't be regenerated.
6 / 5
--
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.
--
Bloodstained Mire
Land
{T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
{3}{G}
Brawn
Creature - Incarnation
Trample

As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.
3 / 3
--
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.
--
Cascading Cataracts
Land
Indestructible

{T}: Add {C}.

{5}, {T}: Add five mana in any combination of colors.
{W}{U}{B}{R}{G}
Child of Alara
Legendary Creature - Avatar
Trample

When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
6 / 6
{3}
Chromatic Lantern
Artifact
Lands you control have "{T}: Add one mana of any color."

{T}: Add one mana of any color.
{3}
Coalition Relic
Artifact
{T}: Add one mana of any color.

{T}: Put a charge counter on Coalition Relic.

At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}{W}{U}{B}{R}{G}
Conflux
Sorcery
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
{3}
Crucible of Worlds
Artifact
You may play lands from your graveyard.
{2}{G}
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, 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.")
{B/G}{B/G}{B/G}{B/G}{B/G}
Deity of Scars
Creature - Spirit Avatar
Trample

Deity of Scars enters the battlefield with two -1/-1 counters on it.

{B/G}, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.
7 / 7
{B/R}{B/R}{B/R}{B/R}{B/R}
Demigod of Revenge
Creature - Spirit Avatar
When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield.

Flying, haste
5 / 4
{R/G}{R/G}{R/G}{R/G}{R/G}
Deus of Calamity
Creature - Spirit Avatar
Trample

Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
6 / 6
{5}{U}{U}
Diluvian Primordial
Creature - Avatar
Flying

When Diluvian Primordial enters the battlefield, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.
5 / 5
{W/B}{W/B}{W/B}{W/B}{W/B}
Divinity of Pride
Creature - Spirit Avatar
Flying, lifelink

Divinity of Pride gets +4/+4 as long as you have 25 or more life.
4 / 4
{U/R}{U/R}{U/R}{U/R}{U/R}
Dominus of Fealty
Creature - Spirit Avatar
Flying

At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.
4 / 4
{3}{B}{B}{B}
Dread
Creature - Elemental Incarnation
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Whenever a creature deals damage to you, destroy it.

When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{1}{G}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{3}{B}
Filth
Creature - Incarnation
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
2 / 2
{3}
Fist of Suns
Artifact
You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells that you cast.
--
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.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{4}{G}
Genesis
Creature - Incarnation
At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.
4 / 4
{U/B}{U/B}{U/B}{U/B}{U/B}
Ghastlord of Fugue
Creature - Spirit Avatar
Ghastlord of Fugue can't be blocked.

Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals their hand. You choose a card from it. That player exiles that card.
4 / 4
{5}
Gilded Lotus
Artifact
{T}: Add three mana of any one color.
{3}{W}{W}
Glory
Creature - Incarnation
Flying

{2}{W}: Choose a color. Creatures you control gain protection from the chosen color until end of turn. Activate only if Glory is in your graveyard.
3 / 3
{W/U}{W/U}{W/U}{W/U}{W/U}
Godhead of Awe
Creature - Spirit Avatar
Flying

Other creatures have base power and toughness 1/1.
4 / 4
--
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.
{3}{U}{U}{U}
Guile
Creature - Elemental Incarnation
Guile can't be blocked except by three or more creatures.

If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost.

When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
--
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.
{1}{W}{W}
Hallowed Spiritkeeper
Creature - Avatar
Vigilance

When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
3 / 2
{3}{R}{R}{R}
Hostility
Creature - Elemental Incarnation
Haste

If a spell you control would deal damage to an opponent, prevent that damage. Create a 3/1 red Elemental Shaman creature token with haste for each 1 damage prevented this way.

When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
--
Indatha Triome
Land - Plains Swamp Forest
({T}: Add {W}, {B}, or {G}.)

Indatha Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Ketria Triome
Land - Forest Island Mountain
({T}: Add {G}, {U}, or {R}.)

Ketria Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
{2}{G}
Kodama's Reach
Sorcery - Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{2}{U}{U}
Leyline of Anticipation
Enchantment
If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.

You may cast spells as though they had flash.
{2}{G}{G}
Leyline of Lifeforce
Enchantment
If Leyline of Lifeforce is in your opening hand, you may begin the game with it on the battlefield.

Creature spells can't be countered.
{2}{R}{R}
Leyline of Punishment
Enchantment
If Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield.

Players can't gain life.

Damage can't be prevented.
{2}{W}{W}
Leyline of Sanctity
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.

You have hexproof. (You can't be the target of spells or abilities your opponents control.)
{2}{U}{U}
Leyline of Singularity
Enchantment
If Leyline of Singularity is in your opening hand, you may begin the game with it on the battlefield.

All nonland permanents are legendary.
{2}{B}{B}
Leyline of the Void
Enchantment
If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.

If a card would be put into an opponent's graveyard from anywhere, exile it instead.
{5}{W}{W}
Luminate Primordial
Creature - Avatar
Vigilance

When Luminate Primordial enters the battlefield, for each opponent, exile up to one target creature that player controls and that player gains life equal to its power.
4 / 7
--
Mana Confluence
Land
{T}, Pay 1 life: Add one mana of any color.
--
Marsh Flats
Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
--
Meteor Crater
Land
{T}: Choose a color of a permanent you control. Add one mana of that color.
{3}{G}{W}
Mirari's Wake
Enchantment
Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana of any type that land produced.
--
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.
{5}{R}{R}
Molten Primordial
Creature - Avatar
Haste

When Molten Primordial enters the battlefield, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
6 / 4
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{3}{B}{G}{U}
Muldrotha, the Gravetide
Legendary Creature - Elemental Avatar
During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
6 / 6
{R/W}{R/W}{R/W}{R/W}{R/W}
Nobilis of War
Creature - Spirit Avatar
Flying

Attacking creatures you control get +2/+0.
3 / 4
{G/U}{G/U}{G/U}{G/U}{G/U}
Overbeing of Myth
Creature - Spirit Avatar
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.

At the beginning of your draw step, draw an additional card.
* / *
--
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.
{G/W}{G/W}{G/W}{G/W}{G/W}
Oversoul of Dusk
Creature - Spirit Avatar
Protection from blue, from black, and from red
5 / 5
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Polluted Delta
Land
{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
{5}
Prismatic Geoscope
Artifact
Prismatic Geoscope enters the battlefield tapped.

Domain -- {T}: Add X mana in any combination of colors, where X is the number of basic land types among lands you control.
{2}{G/W}{G/W}{G/W}
Privileged Position
Enchantment
({G/W} can be paid with either {G} or {W}.)

Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
{W}{W}{U}{U}{B}{B}{R}{R}{G}{G}
Progenitus
Legendary Creature - Hydra Avatar
Protection from everything

If Progenitus would be put into a graveyard from anywhere, reveal Progenitus and shuffle it into its owner's library instead.
10 / 10
{3}{W}{W}{W}
Purity
Creature - Elemental Incarnation
Flying

If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way.

When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
--
Raugrin Triome
Land - Island Mountain Plains
({T}: Add {U}, {R}, or {W}.)

Raugrin Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Reflecting Pool
Land
{T}: Add one mana of any type that a land you control could produce.
--
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.
{6}{B}{B}
Sanguine Praetor
Creature - Avatar Praetor
{B}, Sacrifice a creature: Destroy each creature with the same mana value as the sacrificed creature.
7 / 5
--
Savai Triome
Land - Mountain Plains Swamp
({T}: Add {R}, {W}, or {B}.)

Savai Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{4}{B}{B}
Soul of Innistrad
Creature - Avatar
Deathtouch

{3}{B}{B}: Return up to three target creature cards from your graveyard to your hand.

{3}{B}{B}, Exile Soul of Innistrad from your graveyard: Return up to three target creature cards from your graveyard to your hand.
6 / 6
{4}{U}{U}
Soul of Ravnica
Creature - Avatar
Flying

{5}{U}{U}: Draw a card for each color among permanents you control.

{5}{U}{U}, Exile Soul of Ravnica from your graveyard: Draw a card for each color among permanents you control.
6 / 6
{4}{R}{R}
Soul of Shandalar
Creature - Avatar
First strike

{3}{R}{R}: Soul of Shandalar deals 3 damage to target player or planeswalker and 3 damage to up to one target creature that player or that planeswalker's controller controls.

{3}{R}{R}, Exile Soul of Shandalar from your graveyard: Soul of Shandalar deals 3 damage to target player or planeswalker and 3 damage to up to one target creature that player or that planeswalker's controller controls.
6 / 6
{4}{W}{W}
Soul of Theros
Creature - Avatar
Vigilance

{4}{W}{W}: Creatures you control get +2/+2 and gain first strike and lifelink until end of turn.

{4}{W}{W}, Exile Soul of Theros from your graveyard: Creatures you control get +2/+2 and gain first strike and lifelink until end of turn.
6 / 6
{4}{G}{G}
Soul of Zendikar
Creature - Avatar
Reach

{3}{G}{G}: Create a 3/3 green Beast creature token.

{3}{G}{G}, Exile Soul of Zendikar from your graveyard: Create a 3/3 green Beast creature token.
6 / 6
--
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.
{1}{W}{W}{U}
Supreme Verdict
Sorcery
This spell can't be countered.

Destroy all creatures.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
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.
{1}{W}{W}
Transcendent Master
Creature - Human Cleric Avatar
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.)

LEVEL 6-11

6/6

Lifelink

LEVEL 12+

9/9

Lifelink, indestructible
3 / 3
--
Urborg, Tomb of Yawgmoth
Legendary Land
Each land is a Swamp in addition to its other land types.
{3}{W}
Valor
Creature - Incarnation
First strike

As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.
2 / 2
--
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.
{3}{G}{G}{G}
Vigor
Creature - Elemental Incarnation
Trample

If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.

When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
--
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.
{3}{U}
Wonder
Creature - Incarnation
Flying

As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
2 / 2
--
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.
{2}{W}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.
--
Zagoth Triome
Land - Swamp Forest Island
({T}: Add {B}, {G}, or {U}.)

Zagoth Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Zogoth Triome