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Select Main Deck Cards

{6}{W}
Approach of the Second Sun
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{4}{W}{W}
Austere Command
Sorcery
Choose two --

• Destroy all artifacts.

• Destroy all enchantments.

• Destroy all creatures with mana value 3 or less.

• Destroy all creatures with mana value 4 or greater.
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
{8}{R}
Blasphemous Act
Sorcery
This spell costs {1} less to cast for each creature on the battlefield.

Blasphemous Act deals 13 damage to each creature.
--
Castle Vantress
Land
Castle Vantress enters the battlefield tapped unless you control an Island.

{T}: Add {U}.

{2}{U}{U}, {T}: Scry 2.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}
Commander's Sphere
Artifact
{T}: Add one mana of any color in your commander's color identity.

Sacrifice Commander's Sphere: Draw a card.
{U}{U}
Counterspell
Instant
Counter target spell.
{3}{R}{R}
Court of Ire
Enchantment
When Court of Ire enters the battlefield, you become the monarch.

At the beginning of your upkeep, Court of Ire deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
{2}{W}
Dismantling Wave
Sorcery
For each opponent, destroy up to one target artifact or enchantment that player controls.

Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)

When you cycle Dismantling Wave, destroy all artifacts and enchantments.
{W}{U}
Dovin's Veto
Instant
This spell can't be countered.

Counter target noncreature spell.
{1}{W}
Drannith Magistrate
Creature - Human Wizard
Your opponents can't cast spells from anywhere other than their hands.
1 / 3
{2}{W}{W}{U}{U}
Dream Trawler
Creature - Sphinx
Flying, lifelink

Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn.

Whenever Dream Trawler attacks, draw a card.

Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
3 / 5
{1}
Elixir of Immortality
Artifact
{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
{1}{U}{U}
Fatespinner
Creature - Human Wizard
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
1 / 2
{2}{U}
Fierce Guardianship
Instant
If you control a commander, you may cast this spell without paying its mana cost.

Counter target noncreature spell.
{3}{W}
Fight or Flight
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
{3}{R}
Fires of Invention
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn.

You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
{3}{U}
Frozen Aether
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
{2}{W}
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{R}
Goblin Cadets
Creature - Goblin
Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.)
2 / 1
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{3}{W}
Hieromancer's Cage
Enchantment
When Hieromancer's Cage enters the battlefield, exile target nonland permanent an opponent controls until Hieromancer's Cage leaves the battlefield.
{1}{R}
Humble Defector
Creature - Human Rogue
{T}: Draw two cards. Target opponent gains control of Humble Defector. Activate only during your turn.
2 / 1
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{U}{U}{R}{R}{R}{W}{W}
Inspired Ultimatum
Sorcery
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
--
Irrigated Farmland
Land - Plains Island
({T}: Add {W} or {U}.)

Irrigated Farmland enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
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}{W}{W}{U}{U}
Isperia, Supreme Judge
Legendary Creature - Sphinx
Flying

Whenever a creature attacks you or a planeswalker you control, you may draw a card.
6 / 4
{2}
Izzet Signet
Artifact
{1}, {T}: Add {U}{R}.
{2}{R}
Jeska's Will
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Add {R} for each card in target opponent's hand.

• Exile the top three cards of your library. You may play them this turn.
{2}
Juntu Stakes
Artifact
Creatures with power 1 or less don't untap during their controllers' untap steps.
{3}{W}
Kismet
Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
{W}{U}
Kwain, Itinerant Meddler
Legendary Creature - Rabbit Wizard
{T}: Each player may draw a card, then each player who drew a card this way gains 1 life.
1 / 3
--
Labyrinth of Skophos
Land
{T}: Add {C}.

{4}, {T}: Remove target attacking or blocking creature from combat.
{2}{U}{U}
Leyline of Anticipation
Enchantment
If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.

You may cast spells as though they had flash.
{3}{W}
Light of Day
Enchantment
Black creatures can't attack or block.
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{U}{U}
Mana Drain
Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
{4}{R}{R}
Mob Rule
Sorcery
Choose one --

• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.

• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mystic Monastery
Land
Mystic Monastery enters the battlefield tapped.

{T}: Add {U}, {R}, or {W}.
{2}
Neurok Stealthsuit
Artifact - Equipment
Equipped creature has shroud. (It can't be the target of spells or abilities.)

{U}{U}: Attach Neurok Stealthsuit to target creature you control.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{3}{W/P}{W/P}
Norn's Annex
Artifact
({W/P} can be paid with either {W} or 2 life.)

Creatures can't attack you or planeswalkers you control unless their controller pays {W/P} for each of those creatures.
{2}{U}
Paradox Haze
Enchantment - Aura
Enchant player

At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{4}{U}
Perplexing Chimera
Enchantment Creature - Chimera
Whenever an opponent casts a spell, you may exchange control of Perplexing Chimera and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
3 / 3
--
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}.)
--
Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.

{T}: Add {W} or {U}.
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{2}{U}
Propaganda
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{5}
Psychosis Crawler
Artifact Creature - Phyrexian Horror
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.

Whenever you draw a card, each opponent loses 1 life.
* / *
{X}{X}{W}{W}
Quarantine Field
Enchantment
Quarantine Field enters the battlefield with X isolation counters on it.

When Quarantine Field enters the battlefield, for each isolation counter on it, exile up to one target nonland permanent an opponent controls until Quarantine Field leaves the battlefield.
{3}
Raugrin Crystal
Artifact
{T}: Add {U}, {R}, or {W}.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{2}{W}{W}
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
{2}{W}
Rule of Law
Enchantment
Each player can't cast more than one spell each turn.
{4}{U}{U}{U}
Sea Gate Restoration
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
--
Sea Gate, Reborn
Land

As Sea Gate, Reborn enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.

{T}: Add {U}.
{2}{W}{W}
Shatter the Sky
Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
--
Shivan Reef
Land
{T}: Add {C}.

{T}: Add {U} or {R}. Shivan Reef deals 1 damage to you.
--
Skycloud Expanse
Land
{1}, {T}: Add {W}{U}.
{R}{R}
Smoke
Enchantment
Players can't untap more than one creature during their untap steps.
{3}{W}
Smothering Tithe
Enchantment
Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{4}
Solemn Simulacrum
Artifact Creature - Golem
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

When Solemn Simulacrum dies, you may draw a card.
2 / 2
{2}{W}
Solemnity
Enchantment
Players can't get counters.

Counters can't be put on artifacts, creatures, enchantments, or lands.
--
Spectator Seating
Land
Spectator Seating enters the battlefield tapped unless you have two or more opponents.

{T}: Add {R} or {W}.
{3}{U}{U}
Spell Swindle
Instant
Counter target spell. Create X Treasure tokens, where X is that spell's mana value. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
{4}{W}
Sphere of Safety
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.
{2}
Star Compass
Artifact
Star Compass enters the battlefield tapped.

{T}: Add one mana of any color that a basic land you control could produce.
{1}{W}{W}
Stasis Snare
Enchantment
Flash (You may cast this spell any time you could cast an instant.)

When Stasis Snare enters the battlefield, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.)
--
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.
--
Sulfur Falls
Land
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.

{T}: Add {U} or {R}.
--
Sunbaked Canyon
Land
{T}, Pay 1 life: Add {R} or {W}.

{1}, {T}, Sacrifice Sunbaked Canyon: Draw a card.
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
--
Temple of Epiphany
Land
Temple of Epiphany enters the battlefield tapped.

When Temple of Epiphany enters the battlefield, scry 1.

{T}: Add {U} or {R}.
--
Temple of Triumph
Land
Temple of Triumph enters the battlefield tapped.

When Temple of Triumph enters the battlefield, scry 1.

{T}: Add {R} or {W}.
{2}{W}
Thalia, Heretic Cathar
Legendary Creature - Human Soldier
First strike

Creatures and nonbasic lands your opponents control enter the battlefield tapped.
3 / 2
{2}
Thought Vessel
Artifact
You have no maximum hand size.

{T}: Add {C}.
{2}
Treasure Map
Artifact
{1}, {T}: Scry 1. Put a landmark counter on Treasure Map. Then if there are three or more landmark counters on it, remove those counters, transform Treasure Map, and create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
--
Treasure Cove
Land

(Transforms from Treasure Map.)

{T}: Add {C}.

{T}, Sacrifice a Treasure: Draw a card.
{2}{W}
Vryn Wingmare
Creature - Pegasus
Flying

Noncreature spells cost {1} more to cast.
2 / 1
{5}{U}
Well of Ideas
Enchantment
When Well of Ideas enters the battlefield, draw two cards.

At the beginning of each other player's draw step, that player draws an additional card.

At the beginning of your draw step, draw two additional cards.
{1}{U}{R}{W}
Whirlwind of Thought
Enchantment
Whenever you cast a noncreature spell, draw a card.
{2}{U}
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
{1}{W}
Winds of Abandon
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.

Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
{1}{U}{R}{W}
Zedruu the Greathearted
Legendary Creature - Minotaur Monk
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.

{U}{R}{W}: Target opponent gains control of target permanent you control.
2 / 4