+1: Put a +1/+1 counter on each of up to two target creatures.
-2: Return target creature card with mana value 2 or less from your graveyard to the battlefield.
-7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
L:
4
{2}{W}{W}
Ajani, Adversary of Tyrants
Legendary Planeswalker - Ajani
+1: Put a +1/+1 counter on each of up to two target creatures.
-2: Return target creature card with mana value 2 or less from your graveyard to the battlefield.
-7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
L:
4
{2}{W}{W}
Ajani, Adversary of Tyrants
Legendary Planeswalker - Ajani
+1: Put a +1/+1 counter on each of up to two target creatures.
-2: Return target creature card with mana value 2 or less from your graveyard to the battlefield.
-7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
L:
4
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance
Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 /
5
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance
Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 /
5
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance
Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 /
5
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance
Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 /
5
--
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}.)
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has "{T}: Add two mana of any one color."
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has "{T}: Add two mana of any one color."
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has "{T}: Add two mana of any one color."
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land
When Gift of Paradise enters the battlefield, you gain 3 life.
Enchanted land has "{T}: Add two mana of any one color."
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
{2}
Gleaming Barrier
Artifact Creature - Wall
Defender
When Gleaming Barrier dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
0 /
4
{2}
Gleaming Barrier
Artifact Creature - Wall
Defender
When Gleaming Barrier dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
0 /
4
{2}
Gleaming Barrier
Artifact Creature - Wall
Defender
When Gleaming Barrier dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
0 /
4
{2}
Gleaming Barrier
Artifact Creature - Wall
Defender
When Gleaming Barrier dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
0 /
4
{4}
Golden Guardian
Artifact Creature - Golem
Defender
{2}: Golden Guardian fights another target creature you control. When Golden Guardian dies this turn, return it to the battlefield transformed under your control.
4 /
4
--
Gold-Forge Garrison
Land
(Transforms from Golden Guardian.)
{T}: Add two mana of any one color.
{4}, {T}: Create a 4/4 colorless Golem artifact creature token.
4 /
4
{4}
Golden Guardian
Artifact Creature - Golem
Defender
{2}: Golden Guardian fights another target creature you control. When Golden Guardian dies this turn, return it to the battlefield transformed under your control.
4 /
4
--
Gold-Forge Garrison
Land
(Transforms from Golden Guardian.)
{T}: Add two mana of any one color.
{4}, {T}: Create a 4/4 colorless Golem artifact creature token.
4 /
4
{4}
Golden Guardian
Artifact Creature - Golem
Defender
{2}: Golden Guardian fights another target creature you control. When Golden Guardian dies this turn, return it to the battlefield transformed under your control.
4 /
4
--
Gold-Forge Garrison
Land
(Transforms from Golden Guardian.)
{T}: Add two mana of any one color.
{4}, {T}: Create a 4/4 colorless Golem artifact creature token.
4 /
4
{1}{G}
Grappling Sundew
Creature - Plant
Defender, reach
{4}{G}: Grappling Sundew gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
0 /
4
{1}{G}
Grappling Sundew
Creature - Plant
Defender, reach
{4}{G}: Grappling Sundew gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
0 /
4
{1}{G}
Grappling Sundew
Creature - Plant
Defender, reach
{4}{G}: Grappling Sundew gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
0 /
4
{1}{G}
Grappling Sundew
Creature - Plant
Defender, reach
{4}{G}: Grappling Sundew gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
0 /
4
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
--
Island
Basic Land - Island
({T}: Add {U}.)
{2}{W}
Militia Bugler
Creature - Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
When Militia Bugler enters the battlefield, 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 the battlefield, 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 the battlefield, 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 the battlefield, 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
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{G}
Portcullis Vine
Creature - Plant Wall
Defender (This creature can't attack.)
{2}, {T}, Sacrifice a creature with defender: Draw a card.
0 /
3
{G}
Portcullis Vine
Creature - Plant Wall
Defender (This creature can't attack.)
{2}, {T}, Sacrifice a creature with defender: Draw a card.
0 /
3
{G}
Portcullis Vine
Creature - Plant Wall
Defender (This creature can't attack.)
{2}, {T}, Sacrifice a creature with defender: Draw a card.
0 /
3
{G}
Portcullis Vine
Creature - Plant Wall
Defender (This creature can't attack.)
{2}, {T}, Sacrifice a creature with defender: Draw a card.
0 /
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}{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}{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
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
--
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.
--
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.
--
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.
--
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.
{2}
Thaumatic Compass
Artifact
{3}, {T}: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass.
--
Spires of Orazca
Land
(Transforms from Thaumatic Compass.)
{T}: Add {C}.
{T}: Untap target attacking creature an opponent controls and remove it from combat.