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Select Main Deck Cards

{2}{U}
Arctic Aven
Creature - Bird Wizard
Flying

Arctic Aven gets +1/+1 as long as you control a Plains.

{W}: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
2 / 1
{3}
Azorius Cluestone
Artifact
{T}: Add {W} or {U}.

{W}{U}, {T}, Sacrifice Azorius Cluestone: Draw a card.
{2}{W}
Azorius Herald
Creature - Spirit
Azorius Herald can't be blocked.

When Azorius Herald enters the battlefield, you gain 4 life.

When Azorius Herald enters the battlefield, sacrifice it unless {U} was spent to cast it.
2 / 1
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{3}
Azorius Locket
Artifact
{T}: Add {W} or {U}.

{W/U}{W/U}{W/U}{W/U}, {T}, Sacrifice Azorius Locket: Draw two cards.
{1}{W}{U}
Celestial Regulator
Creature - Angel Advisor
Flying

When Celestial Regulator enters the battlefield, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
2 / 3
{1}{W}{U}
Celestial Regulator
Creature - Angel Advisor
Flying

When Celestial Regulator enters the battlefield, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
2 / 3
{1}{W}{U}
Celestial Regulator
Creature - Angel Advisor
Flying

When Celestial Regulator enters the battlefield, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
2 / 3
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{3}{U}
Coastline Chimera
Creature - Chimera
Flying

{1}{W}: Coastline Chimera can block an additional creature this turn.
1 / 5
{1}{W}
Dauntless River Marshal
Creature - Human Soldier
Dauntless River Marshal gets +1/+1 as long as you control an Island.

{3}{U}: Tap target creature.
2 / 1
{1}{W}
Dauntless River Marshal
Creature - Human Soldier
Dauntless River Marshal gets +1/+1 as long as you control an Island.

{3}{U}: Tap target creature.
2 / 1
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
{2}{W}
Dismantling Blow
Instant
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)

Destroy target artifact or enchantment. If this spell was kicked, draw two cards.
{2}{W}
Dismantling Blow
Instant
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.)

Destroy target artifact or enchantment. If this spell was kicked, draw two cards.
{W}{U}
Dramatic Rescue
Instant
Return target creature to its owner's hand. You gain 2 life.
{W}{U}
Dramatic Rescue
Instant
Return target creature to its owner's hand. You gain 2 life.
{W}{U}
Dramatic Rescue
Instant
Return target creature to its owner's hand. You gain 2 life.
{W}{U}
Dramatic Rescue
Instant
Return target creature to its owner's hand. You gain 2 life.
{W}{U}
Dramatic Rescue
Instant
Return target creature to its owner's hand. You gain 2 life.
{1}{W}
Feeling of Dread
Instant
Tap up to two target creatures.

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}
Feeling of Dread
Instant
Tap up to two target creatures.

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}
Feeling of Dread
Instant
Tap up to two target creatures.

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}
Feeling of Dread
Instant
Tap up to two target creatures.

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}
Feeling of Dread
Instant
Tap up to two target creatures.

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{3}{W}
Glimmering Angel
Creature - Angel
Flying

{U}: Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.)
2 / 2
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{2}{W}{U}
Hussar Patrol
Creature - Human Knight
Flash (You may cast this spell any time you could cast an instant.)

Vigilance
2 / 4
{3}{W}{U}
Jelenn Sphinx
Creature - Sphinx
Flying, vigilance

Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn.
1 / 5
{2}{U}
Parapet Watchers
Creature - Kithkin Soldier
{W/U}: Parapet Watchers gets +0/+1 until end of turn.
2 / 2
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{W}{U}
Search Warrant
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
{2}{U}
Senate Courier
Creature - Bird
Flying

{1}{W}: Senate Courier gains vigilance until end of turn.
1 / 4
{2}{U}
Senate Courier
Creature - Bird
Flying

{1}{W}: Senate Courier gains vigilance until end of turn.
1 / 4
{2}{U}
Senate Courier
Creature - Bird
Flying

{1}{W}: Senate Courier gains vigilance until end of turn.
1 / 4
{2}{W/U}{W/U}
Senate Griffin
Creature - Griffin
Flying

When Senate Griffin enters the battlefield, scry 1.
3 / 2
{2}{W/U}{W/U}
Senate Griffin
Creature - Griffin
Flying

When Senate Griffin enters the battlefield, scry 1.
3 / 2
{2}{W/U}{W/U}
Senate Griffin
Creature - Griffin
Flying

When Senate Griffin enters the battlefield, scry 1.
3 / 2
{2}{W/U}{W/U}
Senate Griffin
Creature - Griffin
Flying

When Senate Griffin enters the battlefield, scry 1.
3 / 2
{2}{U}
Soldevi Heretic
Creature - Human Cleric
{W}, {T}: Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.
2 / 2
{2}{W}
Soulsworn Jury
Creature - Spirit
Defender (This creature can't attack.)

{1}{U}, Sacrifice Soulsworn Jury: Counter target creature spell.
1 / 4
{2}{W}
Soulsworn Jury
Creature - Spirit
Defender (This creature can't attack.)

{1}{U}, Sacrifice Soulsworn Jury: Counter target creature spell.
1 / 4
{2}{W}{U}
Sphinx's Insight
Instant
Draw two cards.

Addendum -- If you cast this spell during your main phase, you gain 2 life.
{2}{W}{U}
Sphinx's Insight
Instant
Draw two cards.

Addendum -- If you cast this spell during your main phase, you gain 2 life.
{1}{W}{U}
Talon Trooper
Creature - Bird Scout
Flying
2 / 3
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{2}{U}
Tower Drake
Creature - Drake
Flying

{W}: Tower Drake gets +0/+1 until end of turn.
2 / 1
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{1}{W/U}{W/U}
Vassal Soul
Creature - Spirit
Flying
2 / 2
{W}{U}
Vedalken Outlander
Artifact Creature - Vedalken Scout
Protection from red
2 / 2
{W}{U}
Wings of Hope
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+3 and has flying.