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{3}{W}{W}
Archangel of Thune
Creature - Angel
Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Whenever you gain life, put a +1/+1 counter on each creature you control.
3 / 4
{3}{W}{W}
Archangel of Thune
Creature - Angel
Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Whenever you gain life, put a +1/+1 counter on each creature you control.
3 / 4
{3}{R}{W}
Assemble the Legion
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
{3}{R}{W}
Assemble the Legion
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
{2}{R}{R}{W}{W}
Aurelia, the Warleader
Legendary Creature - Angel
Flying, vigilance, haste

Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
3 / 4
{2}{R}{R}{W}{W}
Aurelia, the Warleader
Legendary Creature - Angel
Flying, vigilance, haste

Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
3 / 4
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
{2}{W}
Banishing Light
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
{R}{W}
Boros Charm
Instant
Choose one --

• Boros Charm deals 4 damage to target player or planeswalker.

• Permanents you control gain indestructible until end of turn.

• Target creature gains double strike until end of turn.
{R}{W}
Boros Charm
Instant
Choose one --

• Boros Charm deals 4 damage to target player or planeswalker.

• Permanents you control gain indestructible until end of turn.

• Target creature gains double strike until end of turn.
{R}{W}
Boros Charm
Instant
Choose one --

• Boros Charm deals 4 damage to target player or planeswalker.

• Permanents you control gain indestructible until end of turn.

• Target creature gains double strike until end of turn.
{1}{W}{W}
Brimaz, King of Oreskos
Legendary Creature - Cat Soldier
Vigilance

Whenever Brimaz, King of Oreskos attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.

Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
3 / 4
{1}{W}{W}
Brimaz, King of Oreskos
Legendary Creature - Cat Soldier
Vigilance

Whenever Brimaz, King of Oreskos attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.

Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
3 / 4
{W}
Chained to the Rocks
Enchantment - Aura
Enchant Mountain you control

When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
{W}
Chained to the Rocks
Enchantment - Aura
Enchant Mountain you control

When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
{4}{W}{W}
Elspeth, Sun's Champion
Legendary Planeswalker - Elspeth
+1: Create three 1/1 white Soldier creature tokens.

-3: Destroy all creatures with power 4 or greater.

-7: You get an emblem with "Creatures you control get +2/+2 and have flying."
L: 4
{4}{W}{W}
Elspeth, Sun's Champion
Legendary Planeswalker - Elspeth
+1: Create three 1/1 white Soldier creature tokens.

-3: Destroy all creatures with power 4 or greater.

-7: You get an emblem with "Creatures you control get +2/+2 and have flying."
L: 4
{2}{R}{W}
Firemane Avenger
Creature - Angel
Flying

Battalion -- Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
3 / 3
{2}{R}{W}
Firemane Avenger
Creature - Angel
Flying

Battalion -- Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
3 / 3
{2}{R}{W}
Firemane Avenger
Creature - Angel
Flying

Battalion -- Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
3 / 3
{2}{R}{W}
Iroas, God of Victory
Legendary Enchantment Creature - God
Indestructible

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

Creatures you control have menace.

Prevent all damage that would be dealt to attacking creatures you control.
7 / 4
{2}{R}{W}
Iroas, God of Victory
Legendary Enchantment Creature - God
Indestructible

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

Creatures you control have menace.

Prevent all damage that would be dealt to attacking creatures you control.
7 / 4
{R}{W}
Legion's Initiative
Enchantment
Red creatures you control get +1/+0.

White creatures you control get +0/+1.

{R}{W}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
{1}{R}
Magma Jet
Instant
Magma Jet deals 2 damage to any target. Scry 2.
{1}{R}
Magma Jet
Instant
Magma Jet deals 2 damage to any target. Scry 2.
{1}{R}
Magma Jet
Instant
Magma Jet deals 2 damage to any target. Scry 2.
{1}{R}
Mizzium Mortars
Sorcery
Mizzium Mortars deals 4 damage to target creature you don't control.

Overload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{1}{R}
Mizzium Mortars
Sorcery
Mizzium Mortars deals 4 damage to target creature you don't control.

Overload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
--
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}.)
--
Mutavault
Land
{T}: Add {C}.

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Mutavault
Land
{T}: Add {C}.

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Mutavault
Land
{T}: Add {C}.

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
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}.)
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{3}{R}{R}
Stormbreath Dragon
Creature - Dragon
Flying, haste, protection from white

{5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
4 / 4
{3}{R}{R}
Stormbreath Dragon
Creature - Dragon
Flying, haste, protection from white

{5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
4 / 4
{3}{R}{R}
Stormbreath Dragon
Creature - Dragon
Flying, haste, protection from white

{5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
4 / 4
{3}{R}{R}
Stormbreath Dragon
Creature - Dragon
Flying, haste, protection from white

{5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
4 / 4
--
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}.
--
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}.
--
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}.
--
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}{R}{W}
Warleader's Helix
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
{2}{R}{W}
Warleader's Helix
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.

{X}{R}{W}
Aurelia's Fury
Instant
Aurelia's Fury deals X damage divided as you choose among any number of targets. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.
{X}{R}{W}
Aurelia's Fury
Instant
Aurelia's Fury deals X damage divided as you choose among any number of targets. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.
{R/W}{R/W}{R/W}
Boros Reckoner
Creature - Minotaur Wizard
Whenever Boros Reckoner is dealt damage, it deals that much damage to any target.

{R/W}: Boros Reckoner gains first strike until end of turn.
3 / 3
{R/W}{R/W}{R/W}
Boros Reckoner
Creature - Minotaur Wizard
Whenever Boros Reckoner is dealt damage, it deals that much damage to any target.

{R/W}: Boros Reckoner gains first strike until end of turn.
3 / 3
{2}{R}{R}
Chandra, Pyromaster
Legendary Planeswalker - Chandra
+1: Chandra, Pyromaster deals 1 damage to target player or planeswalker and 1 damage to up to one target creature that player or that planeswalker's controller controls. That creature can't block this turn.

0: Exile the top card of your library. You may play it this turn.

-7: Exile the top ten cards of your library. Choose an instant or sorcery card exiled this way and copy it three times. You may cast the copies without paying their mana costs.
L: 4
{1}{W}
Deicide
Instant
Exile target enchantment. If the exiled card is a God card, search its controller's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
{1}{W}
Deicide
Instant
Exile target enchantment. If the exiled card is a God card, search its controller's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
{1}{W}{W}
Fiendslayer Paladin
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Fiendslayer Paladin can't be the target of black or red spells your opponents control.
2 / 2
{1}{W}{W}
Fiendslayer Paladin
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Fiendslayer Paladin can't be the target of black or red spells your opponents control.
2 / 2
{1}{R}{R}
Harness by Force
Sorcery
Strive -- This spell costs {2}{R} more to cast for each target beyond the first.

Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
{1}{R}{R}
Harness by Force
Sorcery
Strive -- This spell costs {2}{R} more to cast for each target beyond the first.

Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
{1}{R}
Mizzium Mortars
Sorcery
Mizzium Mortars deals 4 damage to target creature you don't control.

Overload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{1}{W}
Renounce the Guilds
Instant
Each player sacrifices a multicolored permanent.
{1}{W}
Renounce the Guilds
Instant
Each player sacrifices a multicolored permanent.
{1}{R}{ // }{W}
Wear // Tear
Instant // Instant
Destroy target artifact.

Fuse (You may cast one or both halves of this card from your hand.)



Destroy target enchantment.

Fuse (You may cast one or both halves of this card from your hand.)