Print Options

Please select the cards that you want to print. This box will not show up on the printed page. Print in Landscape orientation to fit up to eight cards per A4 page. Click on a card to not print it. We recommend Firefox or Internet Explorer for text proxies, as cards printed by Chrome may appear slightly too large.

« back to the full deck page

Proxy type: switch to full card images | text proxies

Select Main Deck Cards

{2}{U}{U}
Archivist
Creature - Human Wizard
{T}: Draw a card.
1 / 1
{4}{U}{U}
Consecrated Sphinx
Creature - Sphinx
Flying

Whenever an opponent draws a card, you may draw two cards.
4 / 6
--
Coral Atoll
Land
Coral Atoll enters the battlefield tapped.

When Coral Atoll enters the battlefield, sacrifice it unless you return an untapped Island you control to its owner's hand.

{T}: Add {C}{U}.
--
Desert of the Mindful
Land - Desert
Desert of the Mindful enters the battlefield tapped.

{T}: Add {U}.

Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)
{2}{U}
Dimir Informant
Creature - Human Rogue
When Dimir Informant enters the battlefield, 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 / 4
{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.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{2}{U}
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
--
Geier Reach Sanitarium
Legendary Land
{T}: Add {C}.

{2}, {T}: Each player draws a card, then discards a card.
{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
{4}
Geth's Grimoire
Artifact
Whenever an opponent discards a card, you may draw a card.
--
Halimar Depths
Land
Halimar Depths enters the battlefield tapped.

When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.

{T}: Add {U}.
{2}{U}
Hover Barrier
Creature - Illusion Wall
Defender, flying
0 / 6
--
Ipnu Rivulet
Land - Desert
{T}: Add {C}.

{T}, Pay 1 life: Add {U}.

{1}{U}, {T}, Sacrifice a Desert: Target player mills four cards.
--
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}.)
{2}{U}{U}
Jace's Projection
Creature - Wizard Illusion
Whenever you draw a card, put a +1/+1 counter on Jace's Projection.

{3}{U}: Put a loyalty counter on target Jace planeswalker.
2 / 2
{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
{3}{U}
Kasmina, Enigmatic Mentor
Legendary Planeswalker - Kasmina
Spells your opponents cast that target a creature or planeswalker you control cost {2} more to cast.

-2: Create a 2/2 blue Wizard creature token. Draw a card, then discard a card.
L: 5
{4}{U}
Laquatus's Creativity
Sorcery
Target player draws cards equal to the number of cards in their hand, then discards that many cards.
{3}{U}
Lat-Nam Adept
Creature - Human Wizard
Whenever you draw your second card each turn, put a +1/+1 counter on Lat-Nam Adept.
3 / 3
{1}{U}
Lore Broker
Creature - Human Rogue
{T}: Each player draws a card, then discards a card.
1 / 2
--
Memorial to Genius
Land
Memorial to Genius enters the battlefield tapped.

{T}: Add {U}.

{4}{U}, {T}, Sacrifice Memorial to Genius: Draw two cards.
{1}{U}
Merfolk Looter
Creature - Merfolk Rogue
{T}: Draw a card, then discard a card.
1 / 1
{U}
Mind Bomb
Sorcery
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
{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.)
{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
{3}{U}{U}
Murder of Crows
Creature - Bird
Flying

Whenever another creature dies, you may draw a card. If you do, discard a card.
4 / 4
{1}{U}{U}
Narset, Parter of Veils
Legendary Planeswalker - Narset
Each opponent can't draw more than one card each turn.

-2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
L: 5
{5}{U}{U}
Nezahal, Primal Tide
Legendary Creature - Elder Dinosaur
This spell can't be countered.

You have no maximum hand size.

Whenever an opponent casts a noncreature spell, draw a card.

Discard three cards: Exile Nezahal, Primal Tide. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
7 / 7
{2}{U}
Psychic Membrane
Creature - Wall
Defender (This creature can't attack.)

Whenever Psychic Membrane blocks, you may draw a card.
0 / 3
{2}{U}{U}
Pull from the Deep
Sorcery
Return up to one target instant card and up to one target sorcery card from your graveyard to your hand. Exile Pull from the Deep.
{X}{U}
Read the Runes
Instant
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.
{1}{U}
Search for Azcanta
Legendary Enchantment
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
--
Azcanta, the Sunken Ruin
Legendary Land

(Transforms from Search for Azcanta.)

{T}: Add {U}.

{2}{U}, {T}: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
{4}
Skullmead Cauldron
Artifact
{T}: You gain 1 life.

{T}, Discard a card: You gain 3 life.
{4}
Slate of Ancestry
Artifact
{4}, {T}, Discard your hand: Draw a card for each creature you control.
{U}{U}
Surge Mare
Creature - Horse Fish
Surge Mare can't be blocked by green creatures.

Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card.

{1}{U}: Surge Mare gets +2/-2 until end of turn.
0 / 5
{1}{U}
Sweet Oblivion
Sorcery
Target player mills four cards.

Escape--{3}{U}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
{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.
{1}{U}
Triskaidekaphile
Creature - Human Wizard
You have no maximum hand size.

At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.

{3}{U}: Draw a card.
1 / 3
{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}{U}
Wall of Mist
Creature - Wall
Defender
0 / 5
{1}{U}
Waterfront Bouncer
Creature - Merfolk Spellshaper
{U}, {T}, Discard a card: Return target creature to its owner's hand.
1 / 1
{2}{U}
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
{2}{U}
Wistful Thinking
Sorcery
Target player draws two cards, then discards four cards.