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Select Main Deck Cards

{1}{B}
Aid the Fallen
Sorcery
Choose one or both --

• Return target creature card from your graveyard to your hand.

• Return target planeswalker card from your graveyard to your hand.
{4}
Amaranthine Wall
Artifact Creature - Wall
Defender

{2}: Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
0 / 6
{3}{U}{U}{U}
Arcanis the Omnipotent
Legendary Creature - Wizard
{T}: Draw three cards.

{2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.
3 / 4
{1}{U/B}{U/B}
Ashiok, Dream Render
Legendary Planeswalker - Ashiok
Spells and abilities your opponents control can't cause their controller to search their library.

-1: Target player mills four cards. Then exile each opponent's graveyard.
L: 5
--
Barren Moor
Land
Barren Moor enters the battlefield tapped.

{T}: Add {B}.

Cycling {B} ({B}, Discard this card: Draw a card.)
{3}{U}
Cephalid Broker
Creature - Cephalid
{T}: Target player draws two cards, then discards two cards.
2 / 2
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}
Commander's Sphere
Artifact
{T}: Add one mana of any color in your commander's color identity.

Sacrifice Commander's Sphere: Draw a card.
{2}{U/B}{U/B}{ // }{3}{U}{B}
Connive // Concoct
Sorcery // Sorcery
Gain control of target creature with power 2 or less.



Surveil 3, then return a creature card from your graveyard to the battlefield.
{3}{U}{B}
Consuming Aberration
Creature - Horror
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.

Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
* / *
{2}
Corrupted Grafstone
Artifact
Corrupted Grafstone enters the battlefield tapped.

{T}: Choose a color of a card in your graveyard. Add one mana of that color.
{U}{U}
Counterspell
Instant
Counter target spell.
{B}
Demonic Consultation
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
--
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}.
{U}{B}
Dimir Charm
Instant
Choose one --

• Counter target sorcery spell.

• Destroy target creature with power 2 or less.

• Look at the top three cards of target player's library. Put one back and the rest into that player's graveyard.
{1}{U}{B}
Dimir Doppelganger
Creature - Shapeshifter
{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card, except it has this ability.
0 / 2
{U/B}{U/B}
Dimir Guildmage
Creature - Human Wizard
({U/B} can be paid with either {U} or {B}.)

{3}{U}: Target player draws a card. Activate only as a sorcery.

{3}{B}: Target player discards a card. Activate only as a sorcery.
2 / 2
{3}
Dimir Locket
Artifact
{T}: Add {U} or {B}.

{U/B}{U/B}{U/B}{U/B}, {T}, Sacrifice Dimir Locket: Draw two cards.
{2}
Dimir Signet
Artifact
{1}, {T}: Add {U}{B}.
{1}{U/B}{ // }{3}{U}{B}
Discovery // Dispersal
Sorcery // Instant
Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)



Each opponent returns a nonland permanent they control with the highest mana value among permanents they control to its owner's hand, then discards a card.
{1}{U}
Disdainful Stroke
Instant
Counter target spell with mana value 4 or greater.
{4}{U}{U}
Dream Eater
Creature - Nightmare Sphinx
Flash

Flying

When Dream Eater enters the battlefield, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
4 / 3
--
Drowned Catacomb
Land
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.

{T}: Add {U} or {B}.
{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.
{2}{U}{B}
Etrata, the Silencer
Legendary Creature - Vampire Assassin
Etrata, the Silencer can't be blocked.

Whenever Etrata deals combat damage to a player, exile target creature that player controls and put a hit counter on that card. That player loses the game if they own three or more exiled cards with hit counters on them. Etrata's owner shuffles Etrata into their library.
3 / 5
{3}{B}{B}
Final Parting
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
{1}{U}
Folio of Fancies
Artifact
Players have no maximum hand size.

{X}{X}, {T}: Each player draws X cards.

{2}{U}, {T}: Each opponent mills cards equal to the number of cards in their hand.
{2}{U}
Fraying Sanity
Enchantment - Aura Curse
Enchant player

At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
{1}{U}{U}
Grand Architect
Creature - Vedalken Artificer
Other blue creatures you control get +1/+1.

{U}: Target artifact creature becomes blue until end of turn.

Tap an untapped blue creature you control: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts.
1 / 3
{U}{B}
House Guildmage
Creature - Human Wizard
{1}{U}, {T}: Target creature doesn't untap during its controller's next untap step.

{2}{B}, {T}: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
2 / 2
{1}{U}
Invisible Stalker
Creature - Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Invisible Stalker can't be blocked.
1 / 1
--
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}.)
--
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}.)
--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{U}{U}
Jace Beleren
Legendary Planeswalker - Jace
+2: Each player draws a card.

-1: Target player draws a card.

-10: Target player mills twenty cards.
L: 3
{1}{U}
Jace's Erasure
Enchantment
Whenever you draw a card, you may have target player mill a card.
{3}{U}{U}
Jace, Memory Adept
Legendary Planeswalker - Jace
+1: Draw a card. Target player mills a card.

0: Target player mills ten cards.

-7: Any number of target players each draw twenty cards.
L: 4
{1}{U}{U}{U}
Jace, Wielder of Mysteries
Legendary Planeswalker - Jace
If you would draw a card while your library has no cards in it, you win the game instead.

+1: Target player mills two cards. Draw a card.

-8: Draw seven cards. Then if your library has no cards in it, you win the game.
L: 4
{1}{B}
Knight of Malice
Creature - Human Knight
First strike

Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)

Knight of Malice gets +1/+0 as long as any player controls a white permanent.
2 / 2
{2}{U}
Laboratory Maniac
Creature - Human Wizard
If you would draw a card while your library has no cards in it, you win the game instead.
2 / 2
{U}{U}{B}{B}
Lazav, Dimir Mastermind
Legendary Creature - Shapeshifter
Hexproof

Whenever a creature card is put into an opponent's graveyard from anywhere, you may have Lazav, Dimir Mastermind become a copy of that card, except its name is Lazav, Dimir Mastermind, it's legendary in addition to its other types, and it has hexproof and this ability.
3 / 3
{U}{B}
Lazav, the Multifarious
Legendary Creature - Shapeshifter
When Lazav, the Multifarious enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

{X}: Lazav, the Multifarious becomes a copy of target creature card in your graveyard with mana value X, except its name is Lazav, the Multifarious, it's legendary in addition to its other types, and it has this ability.
1 / 3
{5}
Leveler
Artifact Creature - Juggernaut
When Leveler enters the battlefield, exile all cards from your library.
10 / 10
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
--
Lonely Sandbar
Land
Lonely Sandbar enters the battlefield tapped.

{T}: Add {U}.

Cycling {U} ({U}, Discard this card: Draw a card.)
{3}{B}{B}
Massacre Girl
Legendary Creature - Human Assassin
Menace

When Massacre Girl enters the battlefield, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
4 / 4
{1}{U}
Meddle
Instant
If target spell has only one target and that target is a creature, change that spell's target to another creature.
{2}{B}
Mephitic Vapors
Sorcery
All creatures get -1/-1 until end of turn.

Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
{1}{U}
Merfolk Looter
Creature - Merfolk Rogue
{T}: Draw a card, then discard a card.
1 / 1
{U}{U}
Mission Briefing
Instant
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
{U}{U}
Mistfolk
Creature - Illusion
{U}: Counter target spell that targets Mistfolk.
1 / 2
{1}{U}{B}
Mnemonic Betrayal
Sorcery
Exile all opponents' graveyards. You may cast spells from among those cards this turn, and you may spend mana as though it were mana of any type to cast those spells. At the beginning of the next end step, if any of those cards remain exiled, return them to their owners' graveyards.

Exile Mnemonic Betrayal.
--
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.
{2}{U}
Mystical Dispute
Instant
This spell costs {2} less to cast if it targets a blue spell.

Counter target spell unless its controller pays {3}.
{1}{U}
Negate
Instant
Counter target noncreature spell.
{U}{U}{B}{B}
Nightveil Predator
Creature - Vampire
Flying, deathtouch

Hexproof (This creature can't be the target of spells or abilities your opponents control.)
3 / 3
{1}{U}
Nightveil Sprite
Creature - Faerie Rogue
Flying

Whenever Nightveil Sprite attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
1 / 2
{1}{U}{B}
Notion Rain
Sorcery
Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
{1}{U}
Paradigm Shift
Sorcery
Exile all cards from your library. Then shuffle your graveyard into your library.
{1}{U}{B}
Perplex
Instant
Counter target spell unless its controller discards their hand.

Transmute {1}{U}{B} ({1}{U}{B}, 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.)
{2}
Pili-Pala
Artifact Creature - Scarecrow
Flying

{2}, {Q}: Add one mana of any color. ({Q} is the untap symbol.)
1 / 1
{3}{B}
Price of Fame
Instant
This spell costs {2} less to cast if it targets a legendary creature.

Destroy target creature.

Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
{3}
Sands of Delirium
Artifact
{X}, {T}: Target player mills X cards.
{B}
Scheming Symmetry
Sorcery
Choose two target players. Each of them searches their library for a card, then shuffles and puts that card on top.
{U}
Siren Stormtamer
Creature - Siren Pirate Wizard
Flying

{U}, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
1 / 1
{2}{U}
Slippery Scoundrel
Creature - Human Pirate
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked.
2 / 2
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
--
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}
{1}{U}
Tale's End
Instant
Counter target activated ability, triggered ability, or legendary spell.
--
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}.
{X}{U}{U}
Thassa's Intervention
Instant
Choose one --

• Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.

• Counter target spell unless its controller pays twice {X}.
{U}{U}
Thassa's Oracle
Creature - Merfolk Wizard
When Thassa's Oracle enters the battlefield, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
1 / 3
{U}
Thoughtbound Phantasm
Creature - Spirit
Defender

Whenever you surveil, put a +1/+1 counter on Thoughtbound Phantasm.

As long as Thoughtbound Phantasm has three or more +1/+1 counters on it, it can attack as though it didn't have defender.
2 / 2
{1}{U}
Tolarian Winds
Instant
Discard all the cards in your hand, then draw that many cards.
--
Watery Grave
Land - Island Swamp
({T}: Add {U} or {B}.)

As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}{U}{B}
Whispering Madness
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
--
Witch's Cottage
Land - Swamp
({T}: Add {B}.)

Witch's Cottage enters the battlefield tapped unless you control three or more other Swamps.

When Witch's Cottage enters the battlefield untapped, you may put target creature card from your graveyard on top of your library.