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Select Main Deck Cards

{W}
Abu Ja'far
Creature - Human
When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
0 / 1
{3}{W}
Academy Rector
Creature - Human Cleric
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
1 / 2
{G}{W}{U}
Angus Mackenzie
Legendary Creature - Human Cleric
{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn. Activate only before the combat damage step.
2 / 2
{1}{G}
Argothian Enchantress
Creature - Human Druid
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.
0 / 1
{2}{W}{W}
Baird, Steward of Argive
Legendary Creature - Human Soldier
Vigilance

Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
2 / 4
{1}{U}
Chronic Flooding
Enchantment - Aura
Enchant land

Whenever enchanted land becomes tapped, its controller mills three cards.
{6}{U}
Coastal Breach
Sorcery
Undaunted (This spell costs {1} less to cast for each opponent.)

Return all nonland permanents to their owners' hands.
{4}{U}{U}
Consecrated Sphinx
Creature - Sphinx
Flying

Whenever an opponent draws a card, you may draw two cards.
4 / 6
{4}{G}
Dowsing Shaman
Creature - Centaur Shaman
{2}{G}, {T}: Return target enchantment card from your graveyard to your hand.
3 / 4
{2}{G}{G}
Eidolon of Blossoms
Enchantment Creature - Spirit
Constellation -- Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.
2 / 2
{3}{G}
Elvish Piper
Creature - Elf Shaman
{G}, {T}: You may put a creature card from your hand onto the battlefield.
1 / 1
{2}{W}{W}
False Prophet
Creature - Human Cleric
When False Prophet dies, exile all creatures.
2 / 2
{U}
Flash Flood
Instant
Choose one --

• Destroy target red permanent.

• Return target Mountain to its owner's hand.
{1}{G}
Herald of the Pantheon
Creature - Centaur Shaman
Enchantment spells you cast cost {1} less to cast.

Whenever you cast an enchantment spell, you gain 1 life.
2 / 2
{U}
High Tide
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.
{4}{R}{R}
Jokulhaups
Sorcery
Destroy all artifacts, creatures, and lands. They can't be regenerated.
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{3}{G}
Oracle of Mul Daya
Creature - Elf Shaman
You may play an additional land on each of your turns.

Play with the top card of your library revealed.

You may play lands from the top of your library.
2 / 2
{1}{G}
Orochi Sustainer
Creature - Snake Shaman
{T}: Add {G}.
1 / 2
{2}{W}
Peacekeeper
Creature - Human
At the beginning of your upkeep, sacrifice Peacekeeper unless you pay {1}{W}.

Creatures can't attack.
1 / 1
{1}{G}
Sakura-Tribe Elder
Creature - Snake Shaman
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
1 / 1
{1}{G}{W}
Satyr Enchanter
Creature - Satyr Druid
Whenever you cast an enchantment spell, draw a card.
2 / 2
{3}{W}
Selfless Squire
Creature - Human Soldier
Flash

When Selfless Squire enters the battlefield, prevent all damage that would be dealt to you this turn.

Whenever damage that would be dealt to you is prevented, put that many +1/+1 counters on Selfless Squire.
1 / 1
{5}{U}{U}
Sphinx of the Final Word
Creature - Sphinx
This spell can't be countered.

Flying, hexproof

Instant and sorcery spells you control can't be countered.
5 / 5
{1}{G}
Voyaging Satyr
Creature - Satyr Druid
{T}: Untap target land.
1 / 2
{2}{U}{U}
Whelming Wave
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
{3}{W}
Windborn Muse
Creature - Spirit
Flying

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
2 / 3