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Select Main Deck Cards

{1}{W}{W}{ // }{1}{W}
Ardenvale Tactician // Dizzying Swoop
Creature - Human Knight // Instant - Adventure
Flying



Tap up to two target creatures. (Then exile this card. You may cast the creature later from exile.)
2 / 3
{1}{W}{W}{ // }{1}{W}
Ardenvale Tactician // Dizzying Swoop
Creature - Human Knight // Instant - Adventure
Flying



Tap up to two target creatures. (Then exile this card. You may cast the creature later from exile.)
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}.
--
Blossoming Sands
Land
Blossoming Sands enters the battlefield tapped.

When Blossoming Sands enters the battlefield, you gain 1 life.

{T}: Add {G} or {W}.
--
Blossoming Sands
Land
Blossoming Sands enters the battlefield tapped.

When Blossoming Sands enters the battlefield, you gain 1 life.

{T}: Add {G} or {W}.
--
Blossoming Sands
Land
Blossoming Sands enters the battlefield tapped.

When Blossoming Sands enters the battlefield, you gain 1 life.

{T}: Add {G} or {W}.
{G}
Edgewall Innkeeper
Creature - Human Peasant
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
1 / 1
{G}
Edgewall Innkeeper
Creature - Human Peasant
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
1 / 1
{G}
Edgewall Innkeeper
Creature - Human Peasant
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
1 / 1
{W}{ // }{1}{W}
Faerie Guidemother // Gift of the Fae
Creature - Faerie // Sorcery - Adventure
Flying



Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
1 / 1
{W}{ // }{1}{W}
Faerie Guidemother // Gift of the Fae
Creature - Faerie // Sorcery - Adventure
Flying



Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
1 / 1
{G}{ // }{5}{G}{G}
Flaxen Intruder // Welcome Home
Creature - Human Berserker // Sorcery - Adventure
Whenever Flaxen Intruder deals combat damage to a player, you may sacrifice it. When you do, destroy target artifact or enchantment.



Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)
1 / 2
{G}{ // }{5}{G}{G}
Flaxen Intruder // Welcome Home
Creature - Human Berserker // Sorcery - Adventure
Whenever Flaxen Intruder deals combat damage to a player, you may sacrifice it. When you do, destroy target artifact or enchantment.



Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)
1 / 2
--
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}.)
{3}{G}{ // }{1}{G}
Garenbrig Carver // Shield's Might
Creature - Human Warrior // Instant - Adventure




Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.)
3 / 2
{3}{G}{ // }{1}{G}
Garenbrig Carver // Shield's Might
Creature - Human Warrior // Instant - Adventure




Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.)
3 / 2
{1}{G}
Garenbrig Squire
Creature - Human Soldier
Whenever you cast a creature spell that has an Adventure, Garenbrig Squire gets +1/+1 until end of turn. (It doesn't need to have gone on the adventure first.)
2 / 2
{1}{G}
Garenbrig Squire
Creature - Human Soldier
Whenever you cast a creature spell that has an Adventure, Garenbrig Squire gets +1/+1 until end of turn. (It doesn't need to have gone on the adventure first.)
2 / 2
{W}{ // }{2}{W}
Giant Killer // Chop Down
Creature - Human Peasant // Instant - Adventure
{1}{W}, {T}: Tap target creature.



Destroy target creature with power 4 or greater. (Then exile this card. You may cast the creature later from exile.)
1 / 2
--
Gingerbread Cabin
Land - Forest
({T}: Add {G}.)

Gingerbread Cabin enters the battlefield tapped unless you control three or more other Forests.

When Gingerbread Cabin enters the battlefield untapped, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
--
Gingerbread Cabin
Land - Forest
({T}: Add {G}.)

Gingerbread Cabin enters the battlefield tapped unless you control three or more other Forests.

When Gingerbread Cabin enters the battlefield untapped, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
--
Idyllic Grange
Land - Plains
({T}: Add {W}.)

Idyllic Grange enters the battlefield tapped unless you control three or more other Plains.

When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.
--
Idyllic Grange
Land - Plains
({T}: Add {W}.)

Idyllic Grange enters the battlefield tapped unless you control three or more other Plains.

When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.
{4}{W}{ // }{2}{W}
Lonesome Unicorn // Rider in Need
Creature - Unicorn // Sorcery - Adventure
Vigilance



Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)
3 / 3
{4}{W}{ // }{2}{W}
Lonesome Unicorn // Rider in Need
Creature - Unicorn // Sorcery - Adventure
Vigilance



Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)
3 / 3
{2}{G}{ // }{G}
Lovestruck Beast // Heart's Desire
Creature - Beast Noble // Sorcery - Adventure
Lovestruck Beast can't attack unless you control a 1/1 creature.



Create a 1/1 white Human creature token. (Then exile this card. You may cast the creature later from exile.)
5 / 5
{2}
Lucky Clover
Artifact
Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.
{2}
Lucky Clover
Artifact
Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.
{2}
Lucky Clover
Artifact
Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.
{2}
Lucky Clover
Artifact
Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.
{2}{W}
Mysterious Pathlighter
Creature - Faerie
Flying

Each creature you control that has an Adventure enters the battlefield with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)
2 / 2
{2}{W}
Mysterious Pathlighter
Creature - Faerie
Flying

Each creature you control that has an Adventure enters the battlefield with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)
2 / 2
{2}{W}
Mysterious Pathlighter
Creature - Faerie
Flying

Each creature you control that has an Adventure enters the battlefield with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)
2 / 2
{G/W}{G/W}{G/W}{G/W}{ // }{G/W}{G/W}{G/W}{G/W}
Oakhame Ranger // Bring Back
Creature - Elf Knight Ranger // Sorcery - Adventure
{T}: Creatures you control get +1/+1 until end of turn.



Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
2 / 2
{G/W}{G/W}{G/W}{G/W}{ // }{G/W}{G/W}{G/W}{G/W}
Oakhame Ranger // Bring Back
Creature - Elf Knight Ranger // Sorcery - Adventure
{T}: Creatures you control get +1/+1 until end of turn.



Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
2 / 2
{G/W}{G/W}{G/W}{G/W}{ // }{G/W}{G/W}{G/W}{G/W}
Oakhame Ranger // Bring Back
Creature - Elf Knight Ranger // Sorcery - Adventure
{T}: Creatures you control get +1/+1 until end of turn.



Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
2 / 2
{G/W}{G/W}{G/W}{G/W}{ // }{G/W}{G/W}{G/W}{G/W}
Oakhame Ranger // Bring Back
Creature - Elf Knight Ranger // Sorcery - Adventure
{T}: Creatures you control get +1/+1 until end of turn.



Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
2 / 2
--
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}.)
{1}{G}
Return to Nature
Instant
Choose one --

• Destroy target artifact.

• Destroy target enchantment.

• Exile target card from a graveyard.
{1}{G}
Return to Nature
Instant
Choose one --

• Destroy target artifact.

• Destroy target enchantment.

• Exile target card from a graveyard.
{1}{W}{ // }{W}
Shepherd of the Flock // Usher to Safety
Creature - Human Peasant // Instant - Adventure




Return target permanent you control to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
3 / 1
{1}{W}{ // }{W}
Shepherd of the Flock // Usher to Safety
Creature - Human Peasant // Instant - Adventure




Return target permanent you control to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
3 / 1
{1}{G}{W}
Wandermare
Creature - Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn't need to have gone on the adventure first.)
3 / 3
{1}{G}{W}
Wandermare
Creature - Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn't need to have gone on the adventure first.)
3 / 3
{1}{G}{W}
Wandermare
Creature - Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn't need to have gone on the adventure first.)
3 / 3
{1}{G}{W}
Wandermare
Creature - Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn't need to have gone on the adventure first.)
3 / 3