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Select Main Deck Cards

{U}
Aqueous Form
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{2}{U}
Arcane Laboratory
Enchantment
Each player can't cast more than one spell each turn.
--
Arcane Sanctum
Land
Arcane Sanctum enters the battlefield tapped.

{T}: Add {W}, {U}, or {B}.
{3}{W}
Armageddon
Sorcery
Destroy all lands.
--
Ash Barrens
Land
{T}: Add {C}.

Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
{W}
Authority of the Consuls
Enchantment
Creatures your opponents control enter the battlefield tapped.

Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
--
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}.
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{2}{W}
Battle Mastery
Enchantment - Aura
Enchant creature

Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
{1}{B}{B}
Bottomless Pit
Enchantment
At the beginning of each player's upkeep, that player discards a card at random.
{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.
{2}
Coldsteel Heart
Snow Artifact
Coldsteel Heart enters the battlefield tapped.

As Coldsteel Heart enters the battlefield, choose a color.

{T}: Add one mana of the chosen color.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{2}{U}
Copy Enchantment
Enchantment
You may have Copy Enchantment enter the battlefield as a copy of any enchantment on the battlefield.
{2}{U}
Curator's Ward
Enchantment - Aura
Enchant permanent

Enchanted permanent has hexproof.

When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
{1}{W}
Darksteel Mutation
Enchantment - Aura
Enchant creature

Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
{W}{W}
Daybreak Coronet
Enchantment - Aura
Enchant creature with another Aura attached to it

Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
{2}{U}
Deep Freeze
Enchantment - Aura
Enchant creature

Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
{1}{B}{B}
Desolation
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. Desolation deals 2 damage to each player who sacrificed a Plains this way.
{1}{W}{U}
Detention Sphere
Enchantment
When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.

When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
--
Dimir Aqueduct
Land
Dimir Aqueduct enters the battlefield tapped.

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

{T}: Add {U}{B}.
{2}
Dimir Signet
Artifact
{1}, {T}: Add {U}{B}.
{1}{U}
Diplomatic Immunity
Enchantment - Aura
Enchant creature

Shroud (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creature has shroud.
--
Dismal Backwater
Land
Dismal Backwater enters the battlefield tapped.

When Dismal Backwater enters the battlefield, you gain 1 life.

{T}: Add {U} or {B}.
{1}{W}{W}
Empyrial Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each card in your hand.
{1}{U}
Energy Field
Enchantment
Prevent all damage that would be dealt to you by sources you don't control.

When a card is put into your graveyard from anywhere, sacrifice Energy Field.
{2}{U}
Energy Flux
Enchantment
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay {2}."
{1}{U}
Enhanced Surveillance
Enchantment
You may look at an additional two cards each time you surveil.

Exile Enhanced Surveillance: Shuffle your graveyard into your library.
--
Esper Panorama
Land
{T}: Add {C}.

{1}, {T}, Sacrifice Esper Panorama: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
{2}{U}
Estrid's Invocation
Enchantment
You may have Estrid's Invocation enter the battlefield as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{1}{W}
Flickerform
Enchantment - Aura
Enchant creature

{2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
--
Gateway Plaza
Land - Gate
Gateway Plaza enters the battlefield tapped.

When Gateway Plaza enters the battlefield, sacrifice it unless you pay {1}.

{T}: Add one mana of any color.
{1}{U}
Ghostly Touch
Enchantment - Aura
Enchant creature

Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent."
{1}{W}{W}
Grasp of Fate
Enchantment
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.)
{1}{W}
Greater Auramancy
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creatures you control have shroud.
{2}{U}
Imprisoned in the Moon
Enchantment - Aura
Enchant creature, land, or planeswalker

Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{W}
Limited Resources
Enchantment
When Limited Resources enters the battlefield, each player chooses five lands they control and sacrifices the rest.

Players can't play lands as long as ten or more lands are on the battlefield.
{1}{U}{U}
Mana Vortex
Enchantment
When you cast this spell, counter it unless you sacrifice a land.

At the beginning of each player's upkeep, that player sacrifices a land.

When there are no lands on the battlefield, sacrifice Mana Vortex.
{1}{U}
Metamorphic Alteration
Enchantment - Aura
Enchant creature

As Metamorphic Alteration enters the battlefield, choose a creature.

Enchanted creature is a copy of the chosen creature.
--
Myriad Landscape
Land
Myriad Landscape enters the battlefield tapped.

{T}: Add {C}.

{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
{B}{B}{B}
Necropotence
Enchantment
Skip your draw step.

Whenever you discard a card, exile that card from your graveyard.

Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
{1}{W}{W}
Nevermore
Enchantment
As Nevermore enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
--
Orzhov Basilica
Land
Orzhov Basilica enters the battlefield tapped.

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

{T}: Add {W}{B}.
{2}
Orzhov Signet
Artifact
{1}, {T}: Add {W}{B}.
{2}{U}
Paradox Haze
Enchantment - Aura
Enchant player

At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
{2}{W}
Pariah
Enchantment - Aura
Enchant creature

All damage that would be dealt to you is dealt to enchanted creature instead.
{1}{B}
Phyresis
Enchantment - Aura
Enchant creature

Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
{1}{B}{B}
Phyrexian Arena
Enchantment
At the beginning of your upkeep, you draw a card and you lose 1 life.
{2}{W}
Phyrexian Unlife
Enchantment
You don't lose the game for having 0 or less life.

As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
--
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}
Planar Collapse
Enchantment
At the beginning of your upkeep, if there are four or more creatures on the battlefield, sacrifice Planar Collapse and destroy all creatures. They can't be regenerated.
{2}{U}
Propaganda
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{U}
Quest for Ancient Secrets
Enchantment
Whenever a card is put into your graveyard from anywhere, you may put a quest counter on Quest for Ancient Secrets.

Remove five quest counters from Quest for Ancient Secrets and sacrifice it: Target player shuffles their graveyard into their library.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
--
Rupture Spire
Land
Rupture Spire enters the battlefield tapped.

When Rupture Spire enters the battlefield, sacrifice it unless you pay {1}.

{T}: Add one mana of any color.
--
Scoured Barrens
Land
Scoured Barrens enters the battlefield tapped.

When Scoured Barrens enters the battlefield, you gain 1 life.

{T}: Add {W} or {B}.
{1}{W}{W}
Shielded by Faith
Enchantment - Aura
Enchant creature

Enchanted creature has indestructible.

Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{2}{W}
Solemnity
Enchantment
Players can't get counters.

Counters can't be put on artifacts, creatures, enchantments, or lands.
{2}{W}
Solitary Confinement
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.

Skip your draw step.

You have shroud. (You can't be the target of spells or abilities.)

Prevent all damage that would be dealt to you.
{1}{W}
Spectral Grasp
Enchantment - Aura
Enchant creature

Enchanted creature can't attack you or planeswalkers you control.

Enchanted creature can't block creatures you control.
{1}{U}
Stasis
Enchantment
Players skip their untap steps.

At the beginning of your upkeep, sacrifice Stasis unless you pay {U}.
{2}{W/U}
Steel of the Godhead
Enchantment - Aura
Enchant creature

As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)

As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
{1}{W}
Stony Silence
Enchantment
Activated abilities of artifacts can't be activated.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}
--
Temple of Deceit
Land
Temple of Deceit enters the battlefield tapped.

When Temple of Deceit enters the battlefield, scry 1.

{T}: Add {U} or {B}.
--
Temple of Enlightenment
Land
Temple of Enlightenment enters the battlefield tapped.

When Temple of Enlightenment enters the battlefield, scry 1.

{T}: Add {W} or {U}.
--
Temple of Silence
Land
Temple of Silence enters the battlefield tapped.

When Temple of Silence enters the battlefield, scry 1.

{T}: Add {W} or {B}.
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.

When Tranquil Cove enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
--
Transguild Promenade
Land
Transguild Promenade enters the battlefield tapped.

When Transguild Promenade enters the battlefield, sacrifice it unless you pay {1}.

{T}: Add one mana of any color.
{1}{W}
Triclopean Sight
Enchantment - Aura
Flash

Enchant creature

When Triclopean Sight enters the battlefield, untap enchanted creature.

Enchanted creature gets +1/+1 and has vigilance.
{U}
Vanishing
Enchantment - Aura
Enchant creature

{U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
{2}{W}
Vow of Duty
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
{1}{W}{U}{B}
Zur the Enchanter
Legendary Creature - Human Wizard
Flying

Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
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