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Select Main Deck Cards

{1}{R}{R}
Aether Membrane
Creature - Wall
Defender; reach (This creature can block creatures with flying.)

Whenever Aether Membrane blocks a creature, return that creature to its owner's hand at end of combat.
0 / 5
{W}
Animate Wall
Enchantment - Aura
Enchant Wall

Enchanted Wall can attack as though it didn't have defender.
{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
{3}{W/U}{W/U}
Azor's Elocutors
Creature - Human Advisor
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.

Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
3 / 5
--
Bountiful Promenade
Land
Bountiful Promenade enters the battlefield tapped unless you have two or more opponents.

{T}: Add {G} or {W}.
{1}{W}
Brave the Sands
Enchantment
Creatures you control have vigilance.

Each creature you control can block an additional creature each combat.
--
Brushland
Land
{T}: Add {C}.

{T}: Add {G} or {W}. Brushland deals 1 damage to you.
--
Castle Embereth
Land
Castle Embereth enters the battlefield tapped unless you control a Mountain.

{T}: Add {R}.

{1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.
{1}{W/P}
Cathedral Membrane
Artifact Creature - Phyrexian Wall
({W/P} can be paid with either {W} or 2 life.)

Defender

When Cathedral Membrane dies during combat, it deals 6 damage to each creature it blocked this combat.
0 / 3
--
Cinder Glade
Land - Mountain Forest
({T}: Add {R} or {G}.)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
--
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.
{2}{U}
Drift of Phantasms
Creature - Spirit
Defender (This creature can't attack.)

Flying

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
0 / 5
{2}
Energy Refractor
Artifact
When Energy Refractor enters the battlefield, draw a card.

{2}: Add one mana of any color.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{W}
False Peace
Sorcery
Target player skips all combat phases of their next turn.
{1}{U}
Fog Bank
Creature - Wall
Defender, flying

Prevent all combat damage that would be dealt to and dealt by Fog Bank.
0 / 2
--
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}{U}
Freed from the Real
Enchantment - Aura
Enchant creature

{U}: Tap enchanted creature.

{U}: Untap enchanted creature.
--
Game Trail
Land
As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped.

{T}: Add {R} or {G}.
{2}{W}
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{U}
Glyph of Delusion
Instant
Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature."
{R}
Glyph of Destruction
Instant
Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at the beginning of the next end step.
{W}
Glyph of Life
Instant
Choose target Wall creature. Whenever that creature is dealt damage by an attacking creature this turn, you gain that much life.
--
Hengegate Pathway
Land
{T}: Add {W}.
--
Mistgate Pathway
Land

{T}: Add {U}.
{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.
{2}{U}
Hover Barrier
Creature - Illusion Wall
Defender, flying
0 / 6
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
--
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}.)
{3}{U}{R}
Kraum, Ludevic's Opus
Legendary Creature - Zombie Horror
Flying, haste

Whenever an opponent casts their second spell each turn, draw a card.

Partner (You can have two commanders if both have partner.)
4 / 4
{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
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{4}{W}
Mystic Barrier
Enchantment
When Mystic Barrier enters the battlefield or at the beginning of your upkeep, choose left or right.

Each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
--
Needleverge Pathway
Land
{T}: Add {R}.
--
Pillarverge Pathway
Land

{T}: Add {W}.
{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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{5}{W}
Plea for Guidance
Sorcery
Search your library for up to two enchantment cards, reveal them, put them into your hand, then shuffle.
{U}{R}{W}
Pramikon, Sky Rampart
Legendary Creature - Wall
Flying, defender

As Pramikon, Sky Rampart enters the battlefield, choose left or right.

Each player may attack only the nearest opponent in the chosen direction and planeswalkers controlled by that opponent.
1 / 5
{2}
Prismite
Artifact Creature - Golem
{2}: Add one mana of any color.
2 / 1
{2}{U}
Propaganda
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{2}{U}
Psychic Membrane
Creature - Wall
Defender (This creature can't attack.)

Whenever Psychic Membrane blocks, you may draw a card.
0 / 3
{2}{R}
Rage Nimbus
Creature - Elemental
Defender, flying

{1}{R}: Target creature attacks this turn if able.
5 / 3
--
Razorverge Thicket
Land
Razorverge Thicket enters the battlefield tapped unless you control two or fewer other lands.

{T}: Add {G} or {W}.
--
Reflecting Pool
Land
{T}: Add one mana of any type that a land you control could produce.
{1}{W}
Rolling Stones
Enchantment
Wall creatures can attack as though they didn't have defender.
{G}
Saruli Caretaker
Creature - Dryad
Defender

{T}, Tap an untapped creature you control: Add one mana of any color.
0 / 3
{U}
Secret Door
Artifact Creature - Wall
Defender

{4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
0 / 4
{4}
Shield-Wall Sentinel
Artifact Creature - Golem
Defender

When Shield-Wall Sentinel enters the battlefield, you may search your library for a creature card with defender, reveal it, put it into your hand, then shuffle.
1 / 3
{X}
Shifting Wall
Artifact Creature - Wall
Defender (This creature can't attack.)

Shifting Wall enters the battlefield with X +1/+1 counters on it.
0 / 0
{2}{G}{W}
Sidar Kondo of Jamuraa
Legendary Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Creatures your opponents control without flying or reach can't block creatures with power 2 or less.

Partner (You can have two commanders if both have partner.)
2 / 5
{3}
Spectral Searchlight
Artifact
{T}: Choose a player. That player adds one mana of any color they choose.
{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.
{3}
Staff of Domination
Artifact
{1}: Untap Staff of Domination.

{2}, {T}: You gain 1 life.

{3}, {T}: Untap target creature.

{4}, {T}: Tap target creature.

{5}, {T}: Draw a card.
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
{2}
Stonework Packbeast
Artifact Creature - Beast
Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard.

{2}: Add one mana of any color.
2 / 1
{1}{G}
Sylvan Library
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{3}{R}
Total War
Enchantment
Whenever a player attacks with one or more creatures, destroy all untapped non-Wall creatures that player controls that didn't attack, except for creatures the player hasn't controlled continuously since the beginning of the turn.
{2}{R}
Tuktuk Rubblefort
Creature - Wall
Defender, reach

Creatures you control have haste.
0 / 3
{2}{R}
Valakut Invoker
Creature - Human Shaman
{8}: Valakut Invoker deals 3 damage to any target.
2 / 3
{3}{R}
Vent Sentinel
Creature - Elemental
Defender

{1}{R}, {T}: Vent Sentinel deals damage to target player or planeswalker equal to the number of creatures you control with defender.
2 / 4
{2}{G}
Vivien's Grizzly
Creature - Bear Spirit
{3}{G}: Look at the top card of your library. If it's a creature or planeswalker card, you may reveal it and put it into your hand. If you don't put the card into your hand, put it on the bottom of your library.
2 / 3
{3}{W}
Wakestone Gargoyle
Creature - Gargoyle
Defender, flying

{1}{W}: Creatures you control with defender can attack this turn as though they didn't have defender.
3 / 4
{1}
Walking Bulwark
Artifact Creature - Golem
Defender

{2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
0 / 3
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{W}{U}
Wall of Denial
Creature - Wall
Defender, flying

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

Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn.
1 / 4
{1}{R}
Wall of Earth
Creature - Wall
Defender (This creature can't attack.)
0 / 6
{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
{W}
Wall of Hope
Creature - Wall
Defender (This creature can't attack.)

Whenever Wall of Hope is dealt damage, you gain that much life.
0 / 3
{U}{U}
Wall of Kelp
Creature - Plant Wall
Defender (This creature can't attack.)

{U}{U}, {T}: Create a 0/1 blue Plant Wall creature token with defender named Kelp.
0 / 3
{1}{W}
Wall of Omens
Creature - Wall
Defender

When Wall of Omens enters the battlefield, draw a card.
0 / 4
{3}{W}{W}
Wall of One Thousand Cuts
Creature - Wall
Defender, flying

{W}: Wall of One Thousand Cuts can attack this turn as though it didn't have defender.
3 / 5
{3}{W}
Wall of Reverence
Creature - Spirit Wall
Defender, flying

At the beginning of your end step, you may gain life equal to the power of target creature you control.
1 / 6
{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
{1}{R}{R}
Wall of Stone
Creature - Wall
Defender (This creature can't attack.)
0 / 8
{3}{W}
Wall of Swords
Creature - Wall
Defender (This creature can't attack.)

Flying
3 / 5
{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.