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{3}{W}
Abzan Battle Priest
Creature - Human Cleric
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has lifelink.
3 / 2
{2}{W}
Abzan Falconer
Creature - Human Soldier
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has flying.
2 / 3
--
Adarkar Wastes
Land
{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
{1}{U}
Anticipate
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
{W}{U}
Azorius Charm
Instant
Choose one --

• Creatures you control gain lifelink until end of turn.

• Draw a card.

• Put target attacking or blocking creature on top of its owner's library.
--
Blighted Cataract
Land
{T}: Add {C}.

{5}{U}, {T}, Sacrifice Blighted Cataract: Draw two cards.
{U}
Brainstorm
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
{1}{W}
Brave the Sands
Enchantment
Creatures you control have vigilance.

Each creature you control can block an additional creature each combat.
{3}
Burnished Hart
Artifact Creature - Elk
{3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
2 / 2
--
Cascading Cataracts
Land
Indestructible

{T}: Add {C}.

{5}, {T}: Add five mana in any combination of colors.
--
Castle Vantress
Land
Castle Vantress enters the battlefield tapped unless you control an Island.

{T}: Add {U}.

{2}{U}{U}, {T}: Scry 2.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
{6}{U}
Coastal Breach
Sorcery
Undaunted (This spell costs {1} less to cast for each opponent.)

Return all nonland permanents to their owners' hands.
{3}{U}
Coastal Discovery
Sorcery
Draw two cards.

Awaken 4--{5}{U} (If you cast this spell for {5}{U}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{U}{U}
Counterspell
Instant
Counter target spell.
{4}{U}{U}
Crush of Tentacles
Sorcery
Surge {3}{U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)

Return all nonland permanents to their owners' hands. If this spell's surge cost was paid, create an 8/8 blue Octopus creature token.
--
Darksteel Citadel
Artifact Land
Indestructible

{T}: Add {C}.
{2}
Darksteel Garrison
Artifact - Fortification
Fortified land has indestructible.

Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.

Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
{W}{U}
Dovin's Veto
Instant
This spell can't be countered.

Counter target noncreature spell.
--
Drownyard Temple
Land
{T}: Add {C}.

{3}: Return Drownyard Temple from your graveyard to the battlefield tapped.
{2}{W}
Encircling Fissure
Instant
Prevent all combat damage that would be dealt this turn by creatures target opponent controls.

Awaken 2--{4}{W} (If you cast this spell for {4}{W}, also put two +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
{W}
Equinox
Enchantment - Aura
Enchant land

Enchanted land has "{T}: Counter target spell if it would destroy a land you control."
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{3}{U}
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
--
Faerie Conclave
Land
Faerie Conclave enters the battlefield tapped.

{T}: Add {U}.

{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
--
Field of the Dead
Land
Field of the Dead enters the battlefield tapped.

{T}: Add {C}.

Whenever Field of the Dead or another land enters the battlefield under your control, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
--
Forbidding Watchtower
Land
Forbidding Watchtower enters the battlefield tapped.

{T}: Add {W}.

{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
{2}{U}
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
{2}{W}
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
{1}{W}
Gift of Estates
Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, put them into your hand, then shuffle.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{2}{U}
Halimar Tidecaller
Creature - Human Wizard Ally
When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand.

Land creatures you control have flying.
2 / 3
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{3}{U}
Herald of Secret Streams
Creature - Merfolk Warrior
Creatures you control with +1/+1 counters on them can't be blocked.
2 / 3
{3}{W}{W}{W}
Hour of Revelation
Sorcery
This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield.

Destroy all nonland permanents.
{1}{U}
Impulse
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
--
Irrigated Farmland
Land - Plains Island
({T}: Add {W} or {U}.)

Irrigated Farmland enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
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}.)
{3}{U}
Jace's Sanctum
Enchantment
Instant and sorcery spells you cast cost {1} less to cast.

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
--
Karn's Bastion
Land
{T}: Add {C}.

{4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
{3}{W}
Kor Cartographer
Creature - Kor Scout
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
2 / 2
{2}{W/U}{W/U}
Mirrorweave
Instant
Each other creature becomes a copy of target nonlegendary creature until end of turn.
--
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.
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters the battlefield tapped unless you control three or more other Islands.

When Mystic Sanctuary enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.
--
Nimbus Maze
Land
{T}: Add {C}.

{T}: Add {W}. Activate only if you control an Island.

{T}: Add {U}. Activate only if you control a Plains.
{3}{W}{U}
Noyan Dar, Roil Shaper
Legendary Creature - Merfolk Ally
Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
4 / 4
{U}
Opt
Instant
Scry 1.

Draw a card.
{1}{W}
Oreskos Explorer
Creature - Cat Scout
When Oreskos Explorer enters the battlefield, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle.
2 / 2
{4}{U}{U}
Part the Waterveil
Sorcery
Take an extra turn after this one. Exile Part the Waterveil.

Awaken 6--{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
--
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 Birth
Sorcery
Return all basic land cards from all graveyards to the battlefield tapped under their owners' control.
{3}{W}{W}{W}
Planar Cleansing
Sorcery
Destroy all nonland permanents.
{3}{W}{W}
Planar Outburst
Sorcery
Destroy all nonland creatures.

Awaken 4--{5}{W}{W}{W} (If you cast this spell for {5}{W}{W}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
{6}{W}{W}
Play of the Game
Sorcery
Assist (Another player can pay up to {6} of this spell's cost.)

Exile all nonland permanents.
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
--
Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.

{T}: Add {W} or {U}.
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{U}
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
{W}{U}{U}
Render Silent
Instant
Counter target spell. Its controller can't cast spells this turn.
{2}{U}{U}
Rewind
Instant
Counter target spell. Untap up to four lands.
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{1}{W}{U}
Roil Spout
Sorcery
Put target creature on top of its owner's library.

Awaken 4--{4}{W}{U} (If you cast this spell for {4}{W}{U}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
{1}{W}
Sacred Ground
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
{1}{U}{U}
Scatter to the Winds
Instant
Counter target spell.

Awaken 3--{4}{U}{U} (If you cast this spell for {4}{U}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
--
Sea of Clouds
Land
Sea of Clouds enters the battlefield tapped unless you have two or more opponents.

{T}: Add {W} or {U}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{4}
Solemn Simulacrum
Artifact Creature - Golem
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

When Solemn Simulacrum dies, you may draw a card.
2 / 2
{4}{W}{W}
Sun Titan
Creature - Giant
Vigilance

Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
6 / 6
{1}{U}
Sunken Field
Enchantment - Aura
Enchant land

Enchanted land has "{T}: Counter target spell unless its controller pays {1}."
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{1}{U}
Teferi's Response
Instant
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent.

Draw two cards.
--
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}.
{2}{W}
Terra Eternal
Enchantment
All lands have indestructible.
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{1}{U}
Think Twice
Instant
Draw a card.

Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}
To Arms!
Instant
Untap all creatures you control.

Draw a card.
{W}{W}
Tomik, Distinguished Advokist
Legendary Creature - Human Advisor
Flying

Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control.

Your opponents can't play land cards from graveyards.
2 / 3
{3}{W}{W}
Tragic Arrogance
Sorcery
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
{7}{U}
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)

Draw three cards.
{2}{U}
Unwind
Instant
Counter target noncreature spell. Untap up to three lands.
{4}{W}
Urza's Ruinous Blast
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Exile all nonland permanents that aren't legendary.
{1}{U}
View from Above
Instant
Target creature gains flying until end of turn. If you control a white permanent, return View from Above to its owner's hand.
{2}
Walking Atlas
Artifact Creature - Construct
{T}: You may put a land card from your hand onto the battlefield.
1 / 1
{2}{W}
Wall of Resurgence
Creature - Wall
Defender

When Wall of Resurgence enters the battlefield, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
0 / 6
{U}
Wind Zendikon
Enchantment - Aura
Enchant land

Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.

When enchanted land dies, return that card to its owner's hand.
{3}{U}
Wonder
Creature - Incarnation
Flying

As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
2 / 2