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--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
{4}{U}{U}
Boon of the Wish-Giver
Sorcery
Draw four cards.

Cycling {1} ({1}, Discard this card: Draw a card.)
{4}{U}{U}
Boon of the Wish-Giver
Sorcery
Draw four cards.

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{U}
Censor
Instant
Counter target spell unless its controller pays {1}.

Cycling {U} ({U}, Discard this card: Draw a card.)
{1}{U}
Censor
Instant
Counter target spell unless its controller pays {1}.

Cycling {U} ({U}, Discard this card: Draw a card.)
{1}{W}
Drannith Healer
Creature - Human Cleric
Whenever you cycle another card, you gain 1 life.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{W}
Drannith Healer
Creature - Human Cleric
Whenever you cycle another card, you gain 1 life.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{W}
Drannith Healer
Creature - Human Cleric
Whenever you cycle another card, you gain 1 life.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{W}
Drannith Healer
Creature - Human Cleric
Whenever you cycle another card, you gain 1 life.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{R}
Drannith Stinger
Creature - Human Wizard
Whenever you cycle another card, Drannith Stinger deals 1 damage to each opponent.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{R}
Drannith Stinger
Creature - Human Wizard
Whenever you cycle another card, Drannith Stinger deals 1 damage to each opponent.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{R}
Drannith Stinger
Creature - Human Wizard
Whenever you cycle another card, Drannith Stinger deals 1 damage to each opponent.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
{1}{R}
Drannith Stinger
Creature - Human Wizard
Whenever you cycle another card, Drannith Stinger deals 1 damage to each opponent.

Cycling {1} ({1}, Discard this card: Draw a card.)
2 / 2
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{W}
Fight as One
Instant
Choose one or both --

• Target Human creature you control gets +1/+1 and gains indestructible until end of turn.

• Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.
{W}
Fight as One
Instant
Choose one or both --

• Target Human creature you control gets +1/+1 and gains indestructible until end of turn.

• Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.
{W}
Flourishing Fox
Creature - Fox
Whenever you cycle another card, put a +1/+1 counter on Flourishing Fox.

Cycling {1} ({1}, Discard this card: Draw a card.)
1 / 1
{W}
Flourishing Fox
Creature - Fox
Whenever you cycle another card, put a +1/+1 counter on Flourishing Fox.

Cycling {1} ({1}, Discard this card: Draw a card.)
1 / 1
{W}
Flourishing Fox
Creature - Fox
Whenever you cycle another card, put a +1/+1 counter on Flourishing Fox.

Cycling {1} ({1}, Discard this card: Draw a card.)
1 / 1
{W}
Flourishing Fox
Creature - Fox
Whenever you cycle another card, put a +1/+1 counter on Flourishing Fox.

Cycling {1} ({1}, Discard this card: Draw a card.)
1 / 1
{R}
Footfall Crater
Enchantment - Aura
Enchant land

Enchanted land has "{T}: Target creature gains trample and haste until end of turn."

Cycling {1} ({1}, Discard this card: Draw a card.)
{R}
Footfall Crater
Enchantment - Aura
Enchant land

Enchanted land has "{T}: Target creature gains trample and haste until end of turn."

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{R}
Go for Blood
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{R}
Go for Blood
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{R}
Go for Blood
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{R}
Go for Blood
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Cycling {1} ({1}, Discard this card: Draw a card.)
--
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.)
--
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}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mystic Monastery
Land
Mystic Monastery enters the battlefield tapped.

{T}: Add {U}, {R}, or {W}.
{1}{U}
Ominous Seas
Enchantment
Whenever you draw a card, put a foreshadow counter on Ominous Seas.

Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{U}
Ominous Seas
Enchantment
Whenever you draw a card, put a foreshadow counter on Ominous Seas.

Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{U}
Ominous Seas
Enchantment
Whenever you draw a card, put a foreshadow counter on Ominous Seas.

Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{U}
Ominous Seas
Enchantment
Whenever you draw a card, put a foreshadow counter on Ominous Seas.

Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Shivan Reef
Land
{T}: Add {C}.

{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
--
Shivan Reef
Land
{T}: Add {C}.

{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
{1}{R}
Shredded Sails
Instant
Choose one --

• Destroy target artifact.

• Shredded Sails deals 4 damage to target creature with flying.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{R}
Shredded Sails
Instant
Choose one --

• Destroy target artifact.

• Shredded Sails deals 4 damage to target creature with flying.

Cycling {2} ({2}, Discard this card: Draw a card.)
{2}{U}
Silundi Vision
Instant
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
--
Silundi Isle
Land

Silundi Isle enters the battlefield tapped.

{T}: Add {U}.
{R}
Spikefield Hazard
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
--
Spikefield Cave
Land

Spikefield Cave enters the battlefield tapped.

{T}: Add {R}.
{1}{U}
Startling Development
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4.

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{U}
Startling Development
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4.

Cycling {1} ({1}, Discard this card: Draw a card.)
{1}{W}
Valiant Rescuer
Creature - Human Soldier
Whenever you cycle another card for the first time each turn, create a 1/1 white Human Soldier creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
3 / 1
{1}{W}
Valiant Rescuer
Creature - Human Soldier
Whenever you cycle another card for the first time each turn, create a 1/1 white Human Soldier creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
3 / 1
{1}{W}
Valiant Rescuer
Creature - Human Soldier
Whenever you cycle another card for the first time each turn, create a 1/1 white Human Soldier creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
3 / 1
{1}{W}
Valiant Rescuer
Creature - Human Soldier
Whenever you cycle another card for the first time each turn, create a 1/1 white Human Soldier creature token.

Cycling {2} ({2}, Discard this card: Draw a card.)
3 / 1
{2}{R}{W}
Zenith Flare
Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
{2}{R}{W}
Zenith Flare
Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
{2}{R}{W}
Zenith Flare
Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.
{2}{R}{W}
Zenith Flare
Instant
Zenith Flare deals X damage to any target and you gain X life, where X is the number of cards with a cycling ability in your graveyard.

{1}{W}
Baffling End
Enchantment
When Baffling End enters the battlefield, exile target creature an opponent controls with mana value 3 or less.

When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
{1}{W}
Blessed Alliance
Instant
Escalate {2} (Pay this cost for each mode chosen beyond the first.)

Choose one or more --

• Target player gains 4 life.

• Untap up to two target creatures.

• Target opponent sacrifices an attacking creature.
{1}{R}
Burning Hands
Instant
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
{3}{W}
Cast Out
Enchantment
Flash

When Cast Out enters the battlefield, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.

Cycling {W} ({W}, Discard this card: Draw a card.)
{W}{U}
Dovin's Veto
Instant
This spell can't be countered.

Counter target noncreature spell.
{5}
Hollow One
Artifact Creature - Golem
This spell costs {2} less to cast for each card you've cycled or discarded this turn.

Cycling {2} ({2}, Discard this card: Draw a card.)
4 / 4
{5}
Hollow One
Artifact Creature - Golem
This spell costs {2} less to cast for each card you've cycled or discarded this turn.

Cycling {2} ({2}, Discard this card: Draw a card.)
4 / 4
{5}
Hollow One
Artifact Creature - Golem
This spell costs {2} less to cast for each card you've cycled or discarded this turn.

Cycling {2} ({2}, Discard this card: Draw a card.)
4 / 4
{5}
Hollow One
Artifact Creature - Golem
This spell costs {2} less to cast for each card you've cycled or discarded this turn.

Cycling {2} ({2}, Discard this card: Draw a card.)
4 / 4
{U}{R}
Improbable Alliance
Enchantment
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.

{4}{U}{R}: Draw a card, then discard a card.
{1}{U}{U}
Neutralize
Instant
Counter target spell.

Cycling {2} ({2}, Discard this card: Draw a card.)
{2}{W}
Prison Realm
Enchantment
When Prison Realm enters the battlefield, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield.

When Prison Realm enters the battlefield, scry 1.
{1}{R}
Raking Claws
Instant
Target creature gains double strike until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)
{R}
Rending Volley
Instant
This spell can't be countered.

Rending Volley deals 4 damage to target white or blue creature.
{2}{W}
Renewed Faith
Instant
You gain 6 life.

Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)

When you cycle Renewed Faith, you may gain 2 life.
{2}{R}
Reptilian Reflection
Enchantment
Whenever you cycle a card, you may have Reptilian Reflection become a 5/4 Dinosaur creature with trample and haste in addition to its other types until end of turn.
{1}{W}
Seal Away
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
{5}{U}
Shark Typhoon
Enchantment
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.

Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.)

When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying.
{1}{R}{R}
Sweltering Suns
Sorcery
Sweltering Suns deals 3 damage to each creature.

Cycling {3} ({3}, Discard this card: Draw a card.)
{1}{R}{R}
Sweltering Suns
Sorcery
Sweltering Suns deals 3 damage to each creature.

Cycling {3} ({3}, Discard this card: Draw a card.)
{5}{W}
Winged Shepherd
Creature - Angel
Flying, vigilance

Cycling {W} ({W}, Discard this card: Draw a card.)
3 / 3

--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
--
Raugrin Triome
Land - Island Mountain Plains
({T}: Add {U}, {R}, or {W}.)

Raugrin Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
{4}{U}{U}{U}
Sea Gate Restoration
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
--
Sea Gate, Reborn
Land

As Sea Gate, Reborn enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.

{T}: Add {U}.
{X}{R}{R}
Shatterskull Smashing
Sorcery
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
--
Shatterskull, the Hammer Pass
Land

As Shatterskull, the Hammer Pass enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.

{T}: Add {R}.
--
Temple of Epiphany
Land
Temple of Epiphany enters the battlefield tapped.

When Temple of Epiphany enters the battlefield, scry 1.

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

When Temple of Epiphany enters the battlefield, scry 1.

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

When Temple of Triumph enters the battlefield, scry 1.

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