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Select Main Deck Cards

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{1}{W}
Adanto Vanguard
Creature - Vampire Soldier
As long as Adanto Vanguard is attacking, it gets +2/+0.

Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
1 / 1
{1}{W}
Adanto Vanguard
Creature - Vampire Soldier
As long as Adanto Vanguard is attacking, it gets +2/+0.

Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
1 / 1
{1}{W}
Adanto Vanguard
Creature - Vampire Soldier
As long as Adanto Vanguard is attacking, it gets +2/+0.

Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
1 / 1
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{1}{W}
Ajani's Pridemate
Creature - Cat Soldier
Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
2 / 2
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
--
Clifftop Retreat
Land
Clifftop Retreat enters tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
--
Clifftop Retreat
Land
Clifftop Retreat enters tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
--
Clifftop Retreat
Land
Clifftop Retreat enters tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
--
Clifftop Retreat
Land
Clifftop Retreat enters tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
{W}
Haazda Marshal
Creature - Human Soldier
Whenever Haazda Marshal and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
1 / 1
{W}
Haazda Marshal
Creature - Human Soldier
Whenever Haazda Marshal and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
1 / 1
{W}
Healer's Hawk
Creature - Bird
Flying, lifelink
1 / 1
{W}
Healer's Hawk
Creature - Bird
Flying, lifelink
1 / 1
{W}
Healer's Hawk
Creature - Bird
Flying, lifelink
1 / 1
{W}
Healer's Hawk
Creature - Bird
Flying, lifelink
1 / 1
{W}
Legion's Landing
Legendary Enchantment
When Legion's Landing enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

When you attack with three or more creatures, transform Legion's Landing.
--
Adanto, the First Fort
Legendary Land

(Transforms from Legion's Landing.)

{T}: Add {W}.

{2}{W}, {T}: Create a 1/1 white Vampire creature token with lifelink.
{W}
Legion's Landing
Legendary Enchantment
When Legion's Landing enters the battlefield, create a 1/1 white Vampire creature token with lifelink.

When you attack with three or more creatures, transform Legion's Landing.
--
Adanto, the First Fort
Legendary Land

(Transforms from Legion's Landing.)

{T}: Add {W}.

{2}{W}, {T}: Create a 1/1 white Vampire creature token with lifelink.
{W}
Leonin Vanguard
Creature - Cat Soldier
At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life.
1 / 1
{W}
Leonin Vanguard
Creature - Cat Soldier
At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life.
1 / 1
{W}
Leonin Vanguard
Creature - Cat Soldier
At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life.
1 / 1
{W}
Leonin Vanguard
Creature - Cat Soldier
At the beginning of combat on your turn, if you control three or more creatures, Leonin Vanguard gets +1/+1 until end of turn and you gain 1 life.
1 / 1
{1}{R}
Lightning Strike
Instant
Lightning Strike deals 3 damage to any target.
{1}{R}
Lightning Strike
Instant
Lightning Strike deals 3 damage to any target.
{1}{R}
Lightning Strike
Instant
Lightning Strike deals 3 damage to any target.
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)

When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 / 3
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)

When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 / 3
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)

When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 / 3
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)

When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2 / 3
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{1}{W}
Pride of Conquerors
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.
{1}{W}
Pride of Conquerors
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.
{2}{R}
Risk Factor
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
{2}{R}
Risk Factor
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
{2}{R}
Risk Factor
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
--
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.
--
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.
--
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.
--
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.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.

{1}{W}{W}
Citywide Bust
Sorcery
Destroy all creatures with toughness 4 or greater.
{1}{W}{W}
Citywide Bust
Sorcery
Destroy all creatures with toughness 4 or greater.
{1}{W}{W}
Citywide Bust
Sorcery
Destroy all creatures with toughness 4 or greater.
{W}
Demystify
Instant
Destroy target enchantment.
{W}
Demystify
Instant
Destroy target enchantment.
{W}
Demystify
Instant
Destroy target enchantment.
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{1}{R}
Lava Coil
Sorcery
Lava Coil deals 4 damage to target creature. If that creature would die this turn, exile it instead.
{1}{W}
Remorseful Cleric
Creature - Spirit Cleric
Flying

Sacrifice Remorseful Cleric: Exile target player's graveyard.
2 / 1
{1}{W}
Remorseful Cleric
Creature - Spirit Cleric
Flying

Sacrifice Remorseful Cleric: Exile target player's graveyard.
2 / 1
{1}{W}{W}
Shield Mare
Creature - Horse
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2 / 3
{1}{W}{W}
Shield Mare
Creature - Horse
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2 / 3
{1}{W}
Suncleanser
Creature - Human Cleric
When Suncleanser enters the battlefield, choose one --

• Remove all counters from target creature. It can't have counters put on it for as long as Suncleanser remains on the battlefield.

• Target opponent loses all counters. That player can't get counters for as long as Suncleanser remains on the battlefield.
1 / 4
{1}{W}
Suncleanser
Creature - Human Cleric
When Suncleanser enters the battlefield, choose one --

• Remove all counters from target creature. It can't have counters put on it for as long as Suncleanser remains on the battlefield.

• Target opponent loses all counters. That player can't get counters for as long as Suncleanser remains on the battlefield.
1 / 4