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Select Main Deck Cards

{1}{U}{R}
Beacon Bolt
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
{1}{U}{R}
Beacon Bolt
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
{U}{U}{R}{R}
Crackling Drake
Creature - Drake
Flying

Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

When Crackling Drake enters the battlefield, draw a card.
* / 4
{U}{U}{R}{R}
Crackling Drake
Creature - Drake
Flying

Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

When Crackling Drake enters the battlefield, draw a card.
* / 4
{U}{U}{R}{R}
Crackling Drake
Creature - Drake
Flying

Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

When Crackling Drake enters the battlefield, draw a card.
* / 4
{U}{U}{R}{R}
Crackling Drake
Creature - Drake
Flying

Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.

When Crackling Drake enters the battlefield, draw a card.
* / 4
{1}{U}
Faerie Vandal
Creature - Faerie Rogue
Flash

Flying

Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
1 / 2
{1}{U}
Faerie Vandal
Creature - Faerie Rogue
Flash

Flying

Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
1 / 2
{1}{U}
Faerie Vandal
Creature - Faerie Rogue
Flash

Flying

Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
1 / 2
{1}{U}
Faerie Vandal
Creature - Faerie Rogue
Flash

Flying

Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
1 / 2
{U}{R}
Goblin Electromancer
Creature - Goblin Wizard
Instant and sorcery spells you cast cost {1} less to cast.
2 / 2
{U}{R}
Goblin Electromancer
Creature - Goblin Wizard
Instant and sorcery spells you cast cost {1} less to cast.
2 / 2
{U}{R}
Goblin Electromancer
Creature - Goblin Wizard
Instant and sorcery spells you cast cost {1} less to cast.
2 / 2
{U}{R}
Goblin Electromancer
Creature - Goblin Wizard
Instant and sorcery spells you cast cost {1} less to cast.
2 / 2
{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.
{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.
{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.
{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.
{2}{R}
Irencrag Pyromancer
Creature - Human Wizard
Whenever you draw your second card each turn, Irencrag Pyromancer deals 3 damage to any target.
0 / 4
{2}{R}
Irencrag Pyromancer
Creature - Human Wizard
Whenever you draw your second card each turn, Irencrag Pyromancer deals 3 damage to any target.
0 / 4
{2}{R}
Irencrag Pyromancer
Creature - Human Wizard
Whenever you draw your second card each turn, Irencrag Pyromancer deals 3 damage to any target.
0 / 4
{2}{R}
Irencrag Pyromancer
Creature - Human Wizard
Whenever you draw your second card each turn, Irencrag Pyromancer deals 3 damage to any target.
0 / 4
--
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}.)
--
Izzet Guildgate
Land - Gate
Izzet Guildgate enters the battlefield tapped.

{T}: Add {U} or {R}.
{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}{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
{U/R}{U/R}{U/R}{U/R}
Loch Dragon
Creature - Dragon
Flying

Whenever Loch Dragon enters the battlefield or attacks, you may discard a card. If you do, draw a card.
3 / 2
{U/R}{U/R}{U/R}{U/R}
Loch Dragon
Creature - Dragon
Flying

Whenever Loch Dragon enters the battlefield or attacks, you may discard a card. If you do, draw a card.
3 / 2
{U/R}{U/R}{U/R}{U/R}
Loch Dragon
Creature - Dragon
Flying

Whenever Loch Dragon enters the battlefield or attacks, you may discard a card. If you do, draw a card.
3 / 2
--
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}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters tapped unless you control three or more other Islands.

When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters tapped unless you control three or more other Islands.

When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters tapped unless you control three or more other Islands.

When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters tapped unless you control three or more other Islands.

When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
{U}
Opt
Instant
Scry 1.

Draw a card.
{U}
Opt
Instant
Scry 1.

Draw a card.
{U}
Opt
Instant
Scry 1.

Draw a card.
{U}
Opt
Instant
Scry 1.

Draw a card.
{2}{R}
Risk Factor
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards.

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
--
Steam Vents
Land - Island Mountain
({T}: Add {U} or {R}.)

As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Steam Vents
Land - Island Mountain
({T}: Add {U} or {R}.)

As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Swiftwater Cliffs
Land
Swiftwater Cliffs enters tapped.

When Swiftwater Cliffs enters, you gain 1 life.

{T}: Add {U} or {R}.
--
Swiftwater Cliffs
Land
Swiftwater Cliffs enters tapped.

When Swiftwater Cliffs enters, you gain 1 life.

{T}: Add {U} or {R}.
--
Swiftwater Cliffs
Land
Swiftwater Cliffs enters tapped.

When Swiftwater Cliffs enters, you gain 1 life.

{T}: Add {U} or {R}.
{1}{U}{R}
The Royal Scions
Legendary Planeswalker - Will Rowan
+1: Draw a card, then discard a card.

+1: Target creature gets +2/+0 and gains first strike and trample until end of turn.

-8: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
L: 5
{1}{R}
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.

Draw two cards.
{1}{R}
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.

Draw two cards.
{1}{R}
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.

Draw two cards.
{1}{R}
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.

Draw two cards.