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Select Main Deck Cards

{3}{W}{W}
Angelic Chorus
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)

Flying
0 / 4
{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
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
{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}.
{3}
Colfenor's Urn
Artifact
Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it.

At the beginning of the end step, if three or more cards have been exiled with Colfenor's Urn, sacrifice it. If you do, return those cards to the battlefield under their owner's control.
{1}{U}
Doorkeeper
Creature - Homunculus
Defender

{2}{U}, {T}: Target player mills X cards, where X is the number of creatures you control with defender.
0 / 4
{W}
Dragon's Eye Sentry
Creature - Human Monk
Defender, first strike
1 / 3
{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.
--
Esper Panorama
Land
{T}: Add {C}.

{1}, {T}, Sacrifice Esper Panorama: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
{3}{W}
Faith's Reward
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
{4}{W}
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
--
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}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{W}
Fortified Rampart
Creature - Wall
Defender
0 / 6
{1}{G}
Gatecreeper Vine
Creature - Plant
Defender

When Gatecreeper Vine enters the battlefield, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.
0 / 2
{2}{U}
Geist of the Archives
Creature - Spirit
Defender

At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
0 / 4
{2}{U}
Glacial Wall
Creature - Wall
Defender (This creature can't attack.)
0 / 7
{1}{G}
Grappling Sundew
Creature - Plant
Defender, reach

{4}{G}: Grappling Sundew gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy this creature.)
0 / 4
--
Graypelt Refuge
Land
Graypelt Refuge enters the battlefield tapped.

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

{T}: Add {G} or {W}.
{2}{U}
Guard Gomazoa
Creature - Jellyfish
Defender, flying

Prevent all combat damage that would be dealt to Guard Gomazoa.
1 / 3
{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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{G}
Jaddi Offshoot
Creature - Plant
Defender

Landfall -- Whenever a land enters the battlefield under your control, you gain 1 life.
0 / 3
{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}{G}
Leyline of Vitality
Enchantment
If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield.

Creatures you control get +0/+1.

Whenever a creature enters the battlefield under your control, you may gain 1 life.
{1}{U}
Ludevic's Test Subject
Creature - Lizard Egg
Defender

{1}{U}: Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
0 / 3
--
Ludevic's Abomination
Creature - Lizard Horror

Trample
0 / 3
{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
{2}{U}
Monastery Flock
Creature - Bird
Defender, flying

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
0 / 5
{1}{U}
Murmuring Phantasm
Creature - Spirit
Defender
0 / 5
{G}
Noble Hierarch
Creature - Human Druid
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

{T}: Add {G}, {W}, or {U}.
0 / 1
{1}{W}
Orator of Ojutai
Creature - Bird Monk
As an additional cost to cast this spell, you may reveal a Dragon card from your hand.

Defender, flying

When Orator of Ojutai enters the battlefield, if you revealed a Dragon card or controlled a Dragon as you cast this spell, draw a card.
0 / 4
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{W}
Perimeter Captain
Creature - Human Soldier
Defender

Whenever a creature you control with defender blocks, you may gain 2 life.
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}.)
{G}
Portcullis Vine
Creature - Plant Wall
Defender (This creature can't attack.)

{2}, {T}, Sacrifice a creature with defender: Draw a card.
0 / 3
{W}
Pride Guardian
Creature - Cat Monk
Defender

Whenever Pride Guardian blocks, you gain 3 life.
0 / 3
{2}
Prophetic Prism
Artifact
When Prophetic Prism enters the battlefield, draw a card.

{1}, {T}: Add one mana of any color.
{2}{U}
Psychic Membrane
Creature - Wall
Defender (This creature can't attack.)

Whenever Psychic Membrane blocks, you may draw a card.
0 / 3
{2}{G}
Reclamation Sage
Creature - Elf Shaman
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
2 / 1
{G}
Saruli Caretaker
Creature - Dryad
Defender

{T}, Tap an untapped creature you control: Add one mana of any color.
0 / 3
--
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}.
{2}
Selesnya Signet
Artifact
{1}, {T}: Add {G}{W}.
{X}
Shifting Wall
Artifact Creature - Wall
Defender (This creature can't attack.)

Shifting Wall enters the battlefield with X +1/+1 counters on it.
0 / 0
--
Shimmering Grotto
Land
{T}: Add {C}.

{1}, {T}: Add one mana of any color.
{4}{G}
Sight of the Scalelords
Enchantment
At the beginning of combat on your turn, creatures you control with toughness 4 or greater get +2/+2 and gain vigilance until end of turn.
{2}
Simic Signet
Artifact
{1}, {T}: Add {G}{U}.
{1}
Slagwurm Armor
Artifact - Equipment
Equipped creature gets +0/+6.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{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}{G}
Song of Freyalise
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Until your next turn, creatures you control gain "{T}: Add one mana of any color."

III -- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
{0}
Spellbook
Artifact
You have no maximum hand size.
{2}{G}
Spidersilk Armor
Enchantment
Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
{1}
Steel Wall
Artifact Creature - Wall
Defender (This creature can't attack.)
0 / 4
{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
{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}.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.

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

{T}: Add {W} or {U}.
{3}{G}
Tree of Redemption
Creature - Plant
Defender

{T}: Exchange your life total with Tree of Redemption's toughness.
0 / 13
{1}{G}
Vine Trellis
Creature - Plant Wall
Defender (This creature can't attack.)

{T}: Add {G}.
0 / 4
{1}{U}{U}
Wall of Air
Creature - Wall
Defender, flying (This creature can't attack, and it can block creatures with flying.)
1 / 5
{1}{U}
Wall of Deceit
Creature - Wall
Defender (This creature can't attack.)

{3}: Turn Wall of Deceit face down.

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
0 / 5
{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 Essence
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Essence is dealt combat damage, you gain that much life.
0 / 4
{1}{U}{U}
Wall of Frost
Creature - Wall
Defender

Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
0 / 7
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)

Wall of Glare can block any number of creatures.
0 / 5
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Hope is dealt damage, you gain that much life.
0 / 3
{2}{G}
Wall of Ice
Creature - Wall
Defender (This creature can't attack.)
0 / 7
{1}{U}
Wall of Mist
Creature - Wall
Defender
0 / 5
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{1}{W}{W}
Wall of Nets
Creature - Wall
Defender (This creature can't attack.)

At end of combat, exile all creatures blocked by Wall of Nets.

When Wall of Nets leaves the battlefield, return all cards exiled with Wall of Nets to the battlefield under their owners' control.
0 / 7
{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
{1}{U}
Wall of Tears
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
0 / 4
{G}
Wall of Vines
Creature - Plant Wall
Defender (This creature can't attack.)

Reach (This creature can block creatures with flying.)
0 / 3
{4}{G}{G}
Wild Pair
Enchantment
Whenever a creature enters the battlefield, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.