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{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}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender

{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 / 3
--
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}.
--
Azorius Guildgate
Land - Gate
Azorius Guildgate enters the battlefield tapped.

{T}: Add {W} or {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.
{G}{W}{U}
Bant Charm
Instant
Choose one --

• Destroy target artifact.

• Put target creature on the bottom of its owner's library.

• Counter target instant spell.
{2}{W}
Bar the Door
Instant
Creatures you control get +0/+4 until end of turn.
{2}{G}{G}
Beast Whisperer
Creature - Elf Druid
Whenever you cast a creature spell, draw a card.
2 / 3
--
Blossoming Sands
Land
Blossoming Sands enters the battlefield tapped.

When Blossoming Sands enters the battlefield, you gain 1 life.

{T}: Add {G} or {W}.
--
Canopy Vista
Land - Forest Plains
({T}: Add {G} or {W}.)

Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{2}{G}
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{2}{U}
Drift of Phantasms
Creature - Spirit
Defender (This creature can't attack.)

Flying

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
0 / 5
{2}{W}{W}{ // }{3}{W}{W}
Dusk // Dawn
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Return all creature cards with power 2 or less from your graveyard to your hand.
{2}{W}
Eerie Interlude
Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
--
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.
--
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}.)
--
Fortified Village
Land
As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.

{T}: Add {G} or {W}.
--
Graypelt Refuge
Land
Graypelt Refuge enters the battlefield tapped.

When Graypelt Refuge enters the battlefield, you gain 1 life.

{T}: Add {G} or {W}.
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{1}{W}{U}
High Alert
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.

{2}{W}{U}: Untap target creature.
{2}{U}
Hover Barrier
Creature - Illusion Wall
Defender, flying
0 / 6
--
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}.)
{1}{W}
Jeskai Barricade
Creature - Wall
Flash (You may cast this spell any time you could cast an instant.)

Defender

When Jeskai Barricade enters the battlefield, you may return another target creature you control to its owner's hand.
0 / 4
{2}{G}{U}
Jungle Barrier
Creature - Plant Wall
Defender (This creature can't attack.)

When Jungle Barrier enters the battlefield, draw a card.
2 / 6
{2}{G}
Kodama's Reach
Sorcery - Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{2}{W}
Mentor of the Meek
Creature - Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card.
2 / 2
{4}{U}
Mnemonic Wall
Creature - Wall
Defender

When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.
0 / 4
{G}
Nature's Claim
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
{1}{U}
Negate
Instant
Counter target noncreature spell.
{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.
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
--
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}.)
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{2}{W}{W}
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
{X}{W}{W}
Return to the Ranks
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Return X target creature cards with mana value 2 or less from your graveyard to the battlefield.
--
Seaside Citadel
Land
Seaside Citadel enters the battlefield tapped.

{T}: Add {G}, {W}, or {U}.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.

When Sejiri Refuge enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
--
Selesnya Guildgate
Land - Gate
Selesnya Guildgate enters the battlefield tapped.

{T}: Add {G} or {W}.
--
Selesnya Sanctuary
Land
Selesnya Sanctuary enters the battlefield tapped.

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

{T}: Add {G}{W}.
{2}
Selesnya Signet
Artifact
{1}, {T}: Add {G}{W}.
{0}
Shield Sphere
Artifact Creature - Wall
Defender

Whenever Shield Sphere blocks, put a -0/-1 counter on it.
0 / 6
--
Simic Growth Chamber
Land
Simic Growth Chamber enters the battlefield tapped.

When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.

{T}: Add {G}{U}.
--
Simic Guildgate
Land - Gate
Simic Guildgate enters the battlefield tapped.

{T}: Add {G} or {U}.
{2}
Simic Signet
Artifact
{1}, {T}: Add {G}{U}.
{1}{W}{W}
Slaughter the Strong
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{X}{W}{U}{U}
Sphinx's Revelation
Instant
You gain X life and draw X cards.
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
{X}{2}{U}
Stroke of Genius
Instant
Target player draws X cards.
{1}{W}
Sunscape Familiar
Creature - Wall
Defender (This creature can't attack.)

Green spells and blue spells you cast cost {1} less to cast.
0 / 3
{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}
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
--
Temple of the False God
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
--
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}
Tetsuko Umezawa, Fugitive
Legendary Creature - Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
1 / 3
--
Thornwood Falls
Land
Thornwood Falls enters the battlefield tapped.

When Thornwood Falls enters the battlefield, you gain 1 life.

{T}: Add {G} or {U}.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.

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

{T}: Add {W} or {U}.
{1}{G}
Vine Trellis
Creature - Plant Wall
Defender (This creature can't attack.)

{T}: Add {G}.
0 / 4
{G}
Vines of Vastwood
Instant
Kicker {G} (You may pay an additional {G} as you cast this spell.)

Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{W}{U}
Wall of Denial
Creature - Wall
Defender, flying

Shroud (This creature can't be the target of spells or abilities.)
0 / 8
{1}{W}
Wall of Omens
Creature - Wall
Defender

When Wall of Omens enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Roots
Creature - Plant Wall
Defender

Put a -0/-1 counter on Wall of Roots: Add {G}. Activate only once each turn.
0 / 5
{2}
Wall of Tanglecord
Artifact Creature - Wall
Defender

{G}: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
0 / 6

--
Alchemist's Refuge
Land
{T}: Add {C}.

{G}{U}, {T}: You may cast spells this turn as though they had flash.
{1}{U}
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.

You draw a card at the beginning of the next turn's upkeep.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{4}{W}
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
{3}{W}
Solidarity
Instant
Creatures you control get +0/+5 until end of turn.
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{2}{W}
Teyo, the Shieldmage
Legendary Planeswalker - Teyo
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

-2: Create a 0/3 white Wall creature token with defender.
L: 5
{2}{G}
Vivien, Champion of the Wilds
Legendary Planeswalker - Vivien
You may cast creature spells as though they had flash.

+1: Until your next turn, up to one target creature gains vigilance and reach.

-2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may look at that card and you may cast it if it's a creature spell.
L: 4
{U}
Wall of Runes
Creature - Wall
Defender (This creature can't attack.)

When Wall of Runes enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
0 / 4