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

{4}
Amaranthine Wall
Artifact Creature - Wall
Defender

{2}: Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
0 / 6
{3}{W}{W}
Angelic Chorus
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)

Flying
0 / 4
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance

Whenever a creature with defender enters the battlefield under your control, draw a card.

Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 / 5
{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender

{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 / 3
--
Azorius Guildgate
Land - Gate
Azorius Guildgate enters the battlefield tapped.

{T}: Add {W} or {U}.
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
{2}{W}
Bar the Door
Instant
Creatures you control get +0/+4 until end of turn.
{1}{W}
Brave the Sands
Enchantment
Creatures you control have vigilance.

Each creature you control can block an additional creature each combat.
{3}
Colfenor's Urn
Artifact
Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it.

At the beginning of the end step, if three or more cards have been exiled with Colfenor's Urn, sacrifice it. If you do, return those cards to the battlefield under their owner's control.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{U}{U}
Counterspell
Instant
Counter target spell.
{2}
Crashing Drawbridge
Artifact Creature - Wall
Defender

{T}: Creatures you control gain haste until end of turn.
0 / 4
{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}{U}
Cyclonic Rift
Instant
Return target nonland permanent you don't control to its owner's hand.

Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{2}{W}{W}{ // }{3}{W}{W}
Dusk // Dawn
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Return all creature cards with power 2 or less from your graveyard to your hand.
{2}{W}
Eerie Interlude
Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{1}{G}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{4}{W}
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
{2}{U}
Fierce Guardianship
Instant
If you control a commander, you may cast this spell without paying its mana cost.

Counter target noncreature spell.
--
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}.)
{1}{W}
Fortified Rampart
Creature - Wall
Defender
0 / 6
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{2}{U}
Glacial Wall
Creature - Wall
Defender (This creature can't attack.)
0 / 7
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{1}{W}{U}
High Alert
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.

{2}{W}{U}: Untap target creature.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.

{T}: Add {G} or {U}.
{2}{U}
Hover Barrier
Creature - Illusion Wall
Defender, flying
0 / 6
--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{W}
Jeskai Barricade
Creature - Wall
Flash (You may cast this spell any time you could cast an instant.)

Defender

When Jeskai Barricade enters the battlefield, you may return another target creature you control to its owner's hand.
0 / 4
{2}{G}{U}
Jungle Barrier
Creature - Plant Wall
Defender (This creature can't attack.)

When Jungle Barrier enters the battlefield, draw a card.
2 / 6
{1}
Meekstone
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
{4}{U}
Mnemonic Wall
Creature - Wall
Defender

When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.
0 / 4
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{W}
Perimeter Captain
Creature - Human Soldier
Defender

Whenever a creature you control with defender blocks, you may gain 2 life.
0 / 4
--
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}.)
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{1}{G}
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{1}{U}
Riptide Turtle
Creature - Turtle
Flash

Defender
0 / 5
--
Seaside Citadel
Land
Seaside Citadel enters the battlefield tapped.

{T}: Add {G}, {W}, or {U}.
--
Selesnya Guildgate
Land - Gate
Selesnya Guildgate enters the battlefield tapped.

{T}: Add {G} or {W}.
{2}
Selesnya Signet
Artifact
{1}, {T}: Add {G}{W}.
{4}{G}
Sight of the Scalelords
Enchantment
At the beginning of combat on your turn, creatures you control with toughness 4 or greater get +2/+2 and gain vigilance until end of turn.
--
Simic Guildgate
Land - Gate
Simic Guildgate enters the battlefield tapped.

{T}: Add {G} or {U}.
{2}
Simic Signet
Artifact
{1}, {T}: Add {G}{U}.
{1}
Slagwurm Armor
Artifact - Equipment
Equipped creature gets +0/+6.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{1}{W}{W}
Slaughter the Strong
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
{1}
Steel Wall
Artifact Creature - Wall
Defender (This creature can't attack.)
0 / 4
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
{1}{W}
Sunscape Familiar
Creature - Wall
Defender (This creature can't attack.)

Green spells and blue spells you cast cost {1} less to cast.
0 / 3
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{1}{U}
Tetsuko Umezawa, Fugitive
Legendary Creature - Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
1 / 3
{2}{W}
Teyo, the Shieldmage
Legendary Planeswalker - Teyo
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

-2: Create a 0/3 white Wall creature token with defender.
L: 5
{1}{W}
The Birth of Meletis
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I -- Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.

II -- Create a 0/4 colorless Wall artifact creature token with defender.

III -- You gain 2 life.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
{3}{G}
Tree of Redemption
Creature - Plant
Defender

{T}: Exchange your life total with Tree of Redemption's toughness.
0 / 13
{1}{G}
Vine Trellis
Creature - Plant Wall
Defender (This creature can't attack.)

{T}: Add {G}.
0 / 4
{1}{U}{U}
Wall of Air
Creature - Wall
Defender, flying (This creature can't attack, and it can block creatures with flying.)
1 / 5
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{U}
Wall of Deceit
Creature - Wall
Defender (This creature can't attack.)

{3}: Turn Wall of Deceit face down.

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
0 / 5
{1}{W}{U}
Wall of Denial
Creature - Wall
Defender, flying

Shroud (This creature can't be the target of spells or abilities.)
0 / 8
{1}{W}
Wall of Essence
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Essence is dealt combat damage, you gain that much life.
0 / 4
{1}{U}{U}
Wall of Frost
Creature - Wall
Defender

Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
0 / 7
{1}{W}
Wall of Glare
Creature - Wall
Defender (This creature can't attack.)

Wall of Glare can block any number of creatures.
0 / 5
{2}
Wall of Junk
Artifact Creature - Wall
Defender (This creature can't attack.)

When Wall of Junk blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
0 / 7
{1}{U}
Wall of Mist
Creature - Wall
Defender
0 / 5
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{1}{W}
Wall of Omens
Creature - Wall
Defender

When Wall of Omens enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Roots
Creature - Plant Wall
Defender

Put a -0/-1 counter on Wall of Roots: Add {G}. Activate only once each turn.
0 / 5
{U}
Wall of Runes
Creature - Wall
Defender (This creature can't attack.)

When Wall of Runes enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
0 / 4
{3}{U}
Wall of Stolen Identity
Creature - Shapeshifter Wall
You may have Wall of Stolen Identity enter the battlefield as a copy of any creature on the battlefield, except it's a Wall in addition to its other types and has defender. When you do, tap the copied creature and it doesn't untap during its controller's untap step for as long as you control Wall of Stolen Identity.
0 / 0
{2}
Wall of Tanglecord
Artifact Creature - Wall
Defender

{G}: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
0 / 6
{1}{U}
Wall of Tears
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
0 / 4
{4}{W}
Wave of Reckoning
Sorcery
Each creature deals damage to itself equal to its power.
{4}{G}{G}
Wild Pair
Enchantment
Whenever a creature enters the battlefield, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.