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}{G}
Ancestral Mask
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
{2}{W}{W}
Angelic Destiny
Enchantment - Aura
Enchant creature

Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.

When enchanted creature dies, return Angelic Destiny to its owner's hand.
{1}{W}
Angelic Gift
Enchantment - Aura
Enchant creature

When Angelic Gift enters the battlefield, draw a card.

Enchanted creature has flying.
{1}{G}{W}
Armadillo Cloak
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has trample.

Whenever enchanted creature deals damage, you gain that much life.
{2}{W}
Auramancer
Creature - Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
2 / 2
{2}{W}
Battle Mastery
Enchantment - Aura
Enchant creature

Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
{2}{G}{G}
Bear Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{W}
Blessing of the Nephilim
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each of its colors.
{2}{G}
Boar Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{3}
Chromatic Lantern
Artifact
Lands you control have "{T}: Add one mana of any color."

{T}: Add one mana of any color.
{3}
Crawlspace
Artifact
No more than two creatures can attack you each combat.
{2}{G}
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{1}{W}
Darksteel Mutation
Enchantment - Aura
Enchant creature

Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
{W}{W}
Daybreak Coronet
Enchantment - Aura
Enchant creature with another Aura attached to it

Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
{2}{W}{W}
Divine Reckoning
Sorcery
Each player chooses a creature they control. Destroy the rest.

Flashback {5}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{G}
Druid of the Anima
Creature - Elf Druid
{T}: Add {R}, {G}, or {W}.
1 / 1
{2}{G}{G}
Eidolon of Blossoms
Enchantment Creature - Spirit
Constellation -- Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.
2 / 2
{1}{W}{W}
Eidolon of Countless Battles
Enchantment Creature - Spirit
Bestow {2}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Eidolon of Countless Battles and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
0 / 0
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{2}{W}
Face of Divinity
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2.

As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
{1}{W}
Flickerform
Enchantment - Aura
Enchant creature

{2}{W}{W}: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
--
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}.)
--
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}.)
{2}{G}{G}
Gaea's Embrace
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3 and has trample.

{G}: Regenerate enchanted creature.
{2}{W}
Gift of Immortality
Enchantment - Aura
Enchant creature

When enchanted creature dies, return that card to the battlefield under its owner's control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step.
{1}{W}
Greater Auramancy
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creatures you control have shroud.
{W}
Gryff's Boon
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+0 and has flying.

{3}{W}: Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
{2}{G}
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.

Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
{2}{W}
Heliod's Pilgrim
Creature - Human Cleric
When Heliod's Pilgrim enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
1 / 2
{1}{G}
Herald of the Pantheon
Creature - Centaur Shaman
Enchantment spells you cast cost {1} less to cast.

Whenever you cast an enchantment spell, you gain 1 life.
2 / 2
{1}{W}
Hero of Iroas
Creature - Human Soldier
Aura spells you cast cost {1} less to cast.

Heroic -- Whenever you cast a spell that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas.
2 / 2
{W}
Hyena Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has first strike.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{G}
Keen Sense
Enchantment - Aura
Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.
{2}{G}
Kodama's Reach
Sorcery - Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{1}{W}
Kor Spiritdancer
Creature - Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.
0 / 2
{2}{G}
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)

Destroy target artifact or enchantment.
{G}
Llanowar Elves
Creature - Elf Druid
{T}: Add {G}.
1 / 1
{1}{R}
Madcap Skills
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+0 and has menace.
{R}{G}{W}
Mayael's Aria
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{R}
Messenger's Speed
Enchantment - Aura
Enchant creature

Enchanted creature has trample and haste.
{3}{G}{W}
Mirari's Wake
Enchantment
Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana of any type that land produced.
{G}
Mirri's Guile
Enchantment
At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.
--
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}.)
{R}{G}{W}
Naya Charm
Instant
Choose one --

• Naya Charm deals 3 damage to target creature.

• Return target card from a graveyard to its owner's hand.

• Tap all creatures target player controls.
{2}{W}
Nomad Mythmaker
Creature - Human Nomad Cleric
{W}, {T}: Put target Aura card from a graveyard onto the battlefield under your control attached to a creature you control.
2 / 2
{1}{W}
Open the Armory
Sorcery
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
{G/W}{G/W}{G/W}{G/W}{G/W}
Oversoul of Dusk
Creature - Spirit Avatar
Protection from blue, from black, and from red
5 / 5
--
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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{2}{G/W}{G/W}{G/W}
Privileged Position
Enchantment
({G/W} can be paid with either {G} or {W}.)

Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
{G}
Rancor
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{4}{R/G}
Runes of the Deus
Enchantment - Aura
Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)

As long as enchanted creature is green, it gets +1/+1 and has trample.
{3}{W}
Sage's Reverie
Enchantment - Aura
Enchant creature

When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature.

Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
{2}{W}{W}
Serra's Embrace
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying and vigilance.
{3}{W}
Shalai, Voice of Plenty
Legendary Creature - Angel
Flying

You, planeswalkers you control, and other creatures you control have hexproof.

{4}{G}{G}: Put a +1/+1 counter on each creature you control.
3 / 4
{2}{G/W}
Shield of the Oversoul
Enchantment - Aura
Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)

As long as enchanted creature is white, it gets +1/+1 and has flying.
{1}{W}{W}
Shielded by Faith
Enchantment - Aura
Enchant creature

Enchanted creature has indestructible.

Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
{W}
Sigarda's Aid
Enchantment
You may cast Aura and Equipment spells as though they had flash.

Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
{2}{G}{W}{W}
Sigarda, Host of Herons
Legendary Creature - Angel
Flying, hexproof

Spells and abilities your opponents control can't cause you to sacrifice permanents.
5 / 5
{3}{W}{W}
Sigil of the Empty Throne
Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}{W}
Spirit Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has protection from creatures.
{1}{W}
Sram, Senior Edificer
Legendary Creature - Dwarf Advisor
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
2 / 2
{G}{W}
Sterling Grove
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)

{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
{1}{G}
Tajuru Preserver
Creature - Elf Shaman
Spells and abilities your opponents control can't cause you to sacrifice permanents.
2 / 1
{3}{R}{W}
Tiana, Ship's Caretaker
Legendary Creature - Angel Artificer
Flying, first strike

Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
3 / 3
{R/W}{G}
Trace of Abundance
Enchantment - Aura
Enchant land

Enchanted land has shroud. (It can't be the target of spells or abilities.)

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{2}{W}
Umbra Mystic
Creature - Human Wizard
Auras attached to permanents you control have totem armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.)
2 / 2
{2}{W}
Unquestioned Authority
Enchantment - Aura
Enchant creature

When Unquestioned Authority enters the battlefield, draw a card.

Enchanted creature has protection from creatures.
{2}{R}{G}{W}
Uril, the Miststalker
Legendary Creature - Beast
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Uril, the Miststalker gets +2/+2 for each Aura attached to it.
5 / 5
{1}{G}{G}
Verduran Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{2}{G}
Vow of Wildness
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3, has trample, and can't attack you or planeswalkers you control.
{3}{W}{W}
Winds of Rath
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
{2}{W}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.
{3}{R}{G}
Xenagos, God of Revels
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to red and green is less than seven, Xenagos isn't a creature.

At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
6 / 5