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Select Main Deck Cards

{G}{U}
Biomancer's Familiar
Creature - Mutant
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.

{T}: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.
2 / 2
{4}{W}
Kenrith, the Returned King
Legendary Creature - Human Noble
{R}: All creatures gain trample and haste until end of turn.

{1}{G}: Put a +1/+1 counter on target creature.

{2}{W}: Target player gains 5 life.

{3}{U}: Target player draws a card.

{4}{B}: Put target creature card from a graveyard onto the battlefield under its owner's control.
5 / 5
{U}
Training Grounds
Enchantment
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
{1}{R/W}{R/W}
Zirda, the Dawnwaker
Legendary Creature - Elemental Fox
Companion -- Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.)

Abilities you activate that aren't mana abilities cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.

{1}, {T}: Target creature can't block this turn.
3 / 3