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Select Main Deck Cards

{3}{W}{W}
Angel of Destiny
Creature - Angel Cleric
Flying, double strike

Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.

At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
2 / 6
{3}{W}
Angelic Accord
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
{1}{W}
Angelic Gift
Enchantment - Aura
Enchant creature

When Angelic Gift enters the battlefield, draw a card.

Enchanted creature has flying.
{4}{W}{W}
Angelic Skirmisher
Creature - Angel
Flying

At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
4 / 4
{2}{W}{W}{W}
Avacyn, Guardian Angel
Legendary Creature - Angel
Flying, vigilance

{1}{W}: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.

{5}{W}{W}: Prevent all damage that would be dealt to target player or planeswalker this turn by sources of the color of your choice.
5 / 4
{3}{W}
Avacynian Missionaries
Creature - Human Cleric
At the beginning of your end step, if Avacynian Missionaries is equipped, transform it.
3 / 3
--
Lunarch Inquisitors
Creature - Human Cleric

When this creature transforms into Lunarch Inquisitors, you may exile another target creature until Lunarch Inquisitors leaves the battlefield.
3 / 3
{3}{W}
Blade Banish
Instant
Exile target creature with power 4 or greater.
{1}{W}
Bonds of Faith
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
--
Buried Ruin
Land
{T}: Add {C}.

{2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.
{3}
Butcher's Cleaver
Artifact - Equipment
Equipped creature gets +3/+0.

As long as equipped creature is a Human, it has lifelink.

Equip {3}
{W}
Champion of the Parish
Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
1 / 1
{3}{G}
Chorus of Might
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.
{3}{W}
Congregate
Instant
Target player gains 2 life for each creature on the battlefield.
{3}{W}
Daysquad Marshal
Creature - Human Soldier
When Daysquad Marshal enters the battlefield, create a 1/1 white Human Soldier creature token.
3 / 3
{4}{W}{W}
Dearly Departed
Creature - Spirit
Flying

As long as Dearly Departed is in your graveyard, each Human creature you control enters the battlefield with an additional +1/+1 counter on it.
5 / 5
{2}{G}
Descendants' Path
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
{3}{W}
Divine Verdict
Instant
Destroy target attacking or blocking creature.
{1}{W}
Drannith Magistrate
Creature - Human Wizard
Your opponents can't cast spells from anywhere other than their hands.
1 / 3
{3}{G}
Equestrian Skill
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

As long as enchanted creature is a Human, it has trample.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{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
--
Fertile Thicket
Land
Fertile Thicket enters the battlefield tapped.

When Fertile Thicket enters the battlefield, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order.

{T}: Add {G}.
{1}{W}{W}
Fiend Hunter
Creature - Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.

When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 / 3
--
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}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Fortified Village
Land
As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.

{T}: Add {G} or {W}.
{2}{W}
Fortify
Instant
Choose one --

• Creatures you control get +2/+0 until end of turn.

• Creatures you control get +0/+2 until end of turn.
{2}{W}
Frontline Medic
Creature - Human Cleric
Battalion -- Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn.

Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}.
3 / 3
{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}{W}
Gather the Townsfolk
Sorcery
Create two 1/1 white Human creature tokens.

Fateful hour -- If you have 5 or less life, create five of those tokens instead.
{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
{1}{W}{W}
Guardians' Pledge
Instant
White creatures you control get +2/+2 until end of turn.
{1}{G}
Hamlet Captain
Creature - Human Warrior
Whenever Hamlet Captain attacks or blocks, other Humans you control get +1/+1 until end of turn.
2 / 2
--
Holdout Settlement
Land
{T}: Add {C}. ({C} represents colorless mana.)

{T}, Tap an untapped creature you control: Add one mana of any color.
{W}
Holy Day
Instant
Prevent all combat damage that would be dealt this turn.
--
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.
{3}{W}{W}
Increasing Devotion
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.

Flashback {7}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{3}{G}
Intrepid Provisioner
Creature - Human Scout
Trample

When Intrepid Provisioner enters the battlefield, another target Human you control gets +2/+2 until end of turn.
3 / 3
{1}{W}
Knight of the Skyward Eye
Creature - Human Knight
{3}{G}: Knight of the Skyward Eye gets +3/+3 until end of turn. Activate only once each turn.
2 / 2
{W}
Light of Hope
Instant
Choose one --

• You gain 4 life.

• Destroy target enchantment.

• Put a +1/+1 counter on target creature.
{4}{W}{W}
Linvala, the Preserver
Legendary Creature - Angel
Flying

When Linvala, the Preserver enters the battlefield, if an opponent has more life than you, you gain 5 life.

When Linvala enters the battlefield, if an opponent controls more creatures than you, create a 3/3 white Angel creature token with flying.
5 / 5
{2}
Mask of Avacyn
Artifact - Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.)

Equip {3}
{5}{W}{W}
Mass Calcify
Sorcery
Destroy all nonwhite creatures.
{2}{W}
Omen of the Sun
Enchantment
Flash

When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.

{2}{W}, Sacrifice Omen of the Sun: Scry 2.
{1}{G}
Once Upon a Time
Instant
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.

Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
{2}{W}
Perimeter Sergeant
Creature - Human Soldier
Whenever Perimeter Sergeant attacks, other Humans you control get +1/+0 until end of turn.
3 / 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}.)
--
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}.)
{3}
Pristine Talisman
Artifact
{T}: Add {C}. You gain 1 life.
{W}
Rain of Blades
Instant
Rain of Blades deals 1 damage to each attacking creature.
{2}{W}
Rally for the Throne
Instant
Create two 1/1 white Human creature tokens.

Adamant -- If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
{3}{G}
Reins of the Vinesteed
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2.

When enchanted creature dies, you may return Reins of the Vinesteed from your graveyard to the battlefield attached to a creature that shares a creature type with that creature.
{1}{W}{W}
Resplendent Marshal
Creature - Angel Warrior
Flying

When Resplendent Marshal enters the battlefield or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than Resplendent Marshal that shares a creature type with the exiled card.
3 / 3
{1}{G}
Return to Nature
Instant
Choose one --

• Destroy target artifact.

• Destroy target enchantment.

• Exile target card from a graveyard.
{4}{W}
Sanctified Charge
Instant
Creatures you control get +2/+1 until end of turn. White creatures you control also gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
{2}{W}
Sanctuary Lockdown
Enchantment
Humans you control get +1/+1.

{2}, Tap two untapped Humans you control: Tap target creature an opponent controls.
{G}{W}
Selesnya Charm
Instant
Choose one --

• Target creature gets +2/+2 and gains trample until end of turn.

• Exile target creature with power 5 or greater.

• Create a 2/2 white Knight creature token with vigilance.
{3}
Selesnya Cluestone
Artifact
{T}: Add {G} or {W}.

{G}{W}, {T}, Sacrifice Selesnya Cluestone: Draw a card.
--
Selesnya Guildgate
Land - Gate
Selesnya Guildgate enters the battlefield tapped.

{T}: Add {G} or {W}.
--
Seraph Sanctuary
Land
When Seraph Sanctuary enters the battlefield, you gain 1 life.

Whenever an Angel enters the battlefield under your control, you gain 1 life.

{T}: Add {C}.
{1}{G}
Setessan Training
Enchantment - Aura
Enchant creature you control

When Setessan Training enters the battlefield, draw a card.

Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
{2}
Sharpened Pitchfork
Artifact - Equipment
Equipped creature has first strike.

As long as equipped creature is a Human, it gets +1/+1.

Equip {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
{2}{W}
Shoulder to Shoulder
Sorcery
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)

Draw a card.
{3}{G}{W}
Sigarda, Heron's Grace
Legendary Creature - Angel
Flying

You and Humans you control have hexproof.

{2}, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
4 / 5
{1}{G}{W}
Sigil of the Nayan Gods
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each creature you control.

Cycling {G/W} ({G/W}, Discard this card: Draw a card.)
{1}{W}{ // }{2}{W}
Silverflame Squire // On Alert
Creature - Human Soldier // Instant - Adventure




Target creature gets +2/+2 until end of turn. Untap it. (Then exile this card. You may cast the creature later from exile.)
2 / 1
{4}{G}
Soul's Might
Sorcery
Put X +1/+1 counters on target creature, where X is that creature's power.
{G}{G}
Syr Faren, the Hengehammer
Legendary Creature - Human Knight
Whenever Syr Faren, the Hengehammer attacks, another target attacking creature gets +X/+X until end of turn, where X is Syr Faren's power.
2 / 2
{1}{W}{W}
Taranika, Akroan Veteran
Legendary Creature - Human Soldier
Vigilance

Whenever Taranika, Akroan Veteran attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible.
3 / 3
--
Thespian's Stage
Land
{T}: Add {C}.

{2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.
--
Tranquil Expanse
Land
Tranquil Expanse enters the battlefield tapped.

{T}: Add {G} or {W}.
{1}
Traveler's Amulet
Artifact
{1}, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{2}
True-Faith Censer
Artifact - Equipment
Equipped creature gets +1/+1 and has vigilance.

As long as equipped creature is a Human, it gets an additional +1/+0.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{2}{G}
Verdant Haven
Enchantment - Aura
Enchant land

When Verdant Haven enters the battlefield, you gain 2 life.

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{1}{G}
Veteran Cathar
Creature - Human Soldier
{3}{W}: Target Human gains double strike until end of turn.
2 / 2
{3}{W}
War Report
Instant
You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield.