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{U}{U}{U}
Archmage's Charm
Instant
Choose one --

• Counter target spell.

• Target player draws two cards.

• Gain control of target nonland permanent with mana value 1 or less.
{U}{U}{U}
Archmage's Charm
Instant
Choose one --

• Counter target spell.

• Target player draws two cards.

• Gain control of target nonland permanent with mana value 1 or less.
{U}{U}{U}
Archmage's Charm
Instant
Choose one --

• Counter target spell.

• Target player draws two cards.

• Gain control of target nonland permanent with mana value 1 or less.
{U}{U}{U}
Archmage's Charm
Instant
Choose one --

• Counter target spell.

• Target player draws two cards.

• Gain control of target nonland permanent with mana value 1 or less.
--
Castle Vantress
Land
Castle Vantress enters the battlefield tapped unless you control an Island.

{T}: Add {U}.

{2}{U}{U}, {T}: Scry 2.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

{T}: Add {W} or {U}.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
{X}{X}
Chalice of the Void
Artifact
Chalice of the Void enters the battlefield with X charge counters on it.

Whenever a player casts a spell with mana value equal to the number of charge counters on Chalice of the Void, counter that spell.
{X}{X}
Chalice of the Void
Artifact
Chalice of the Void enters the battlefield with X charge counters on it.

Whenever a player casts a spell with mana value equal to the number of charge counters on Chalice of the Void, counter that spell.
{U}{U}
Counterspell
Instant
Counter target spell.
{U}{U}
Counterspell
Instant
Counter target spell.
{U}{U}
Counterspell
Instant
Counter target spell.
{U}{U}
Counterspell
Instant
Counter target spell.
{1}{U}
Dress Down
Enchantment
Flash

When Dress Down enters the battlefield, draw a card.

Creatures lose all abilities.

At the beginning of the end step, sacrifice Dress Down.
{1}{U}
Dress Down
Enchantment
Flash

When Dress Down enters the battlefield, draw a card.

Creatures lose all abilities.

At the beginning of the end step, sacrifice Dress Down.
{4}{W}
Elesh Norn, Mother of Machines
Legendary Creature - Phyrexian Praetor
Vigilance

If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Permanents entering the battlefield don't cause abilities of permanents your opponents control to trigger.
4 / 7
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Hall of Storm Giants
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.

{T}: Add {U}.

{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
--
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.
--
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.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{2}{U}{U}
Jace, the Mind Sculptor
Legendary Planeswalker - Jace
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.

0: Draw three cards, then put two cards from your hand on top of your library in any order.

-1: Return target creature to its owner's hand.

-12: Exile all cards from target player's library, then that player shuffles their hand into their library.
L: 3
{5}{W}
Leyline Binding
Enchantment
Flash

Domain -- This spell costs {1} less to cast for each basic land type among lands you control.

When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.
{5}{W}
Leyline Binding
Enchantment
Flash

Domain -- This spell costs {1} less to cast for each basic land type among lands you control.

When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.
{5}{W}
Leyline Binding
Enchantment
Flash

Domain -- This spell costs {1} less to cast for each basic land type among lands you control.

When Leyline Binding enters the battlefield, exile target nonland permanent an opponent controls until Leyline Binding leaves the battlefield.
{X}{W}
March of Otherworldly Light
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way.

Exile target artifact, creature, or enchantment with mana value X or less.
{X}{W}
March of Otherworldly Light
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way.

Exile target artifact, creature, or enchantment with mana value X or less.
{2}{U}{U}
Memory Deluge
Instant
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.

Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{U}{U}
Memory Deluge
Instant
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.

Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
--
Mystic Gate
Land
{T}: Add {C}.

{W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.
--
Otawara, Soaring City
Legendary Land
{T}: Add {U}.

Channel -- {3}{U}, Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{X}{W}
Prismatic Ending
Sorcery
Converge -- Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
{X}{W}
Prismatic Ending
Sorcery
Converge -- Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
{X}{W}
Prismatic Ending
Sorcery
Converge -- Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
--
Raugrin Triome
Land - Island Mountain Plains
({T}: Add {U}, {R}, or {W}.)

Raugrin Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
{1}{U}
Snapcaster Mage
Creature - Human Wizard
Flash

When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
2 / 1
{1}{U}
Snapcaster Mage
Creature - Human Wizard
Flash

When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
2 / 1
{3}{W}{W}
Solitude
Creature - Elemental Incarnation
Flash

Lifelink

When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.

Evoke--Exile a white card from your hand.
3 / 2
{3}{W}{W}
Solitude
Creature - Elemental Incarnation
Flash

Lifelink

When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.

Evoke--Exile a white card from your hand.
3 / 2
{3}{W}{W}
Solitude
Creature - Elemental Incarnation
Flash

Lifelink

When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.

Evoke--Exile a white card from your hand.
3 / 2
{3}{W}{W}
Solitude
Creature - Elemental Incarnation
Flash

Lifelink

When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.

Evoke--Exile a white card from your hand.
3 / 2
--
Spara's Headquarters
Land - Forest Plains Island
({T}: Add {G}, {W}, or {U}.)

Spara's Headquarters enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
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.
--
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.
{1}{W}{W}{U}
Supreme Verdict
Sorcery
This spell can't be countered.

Destroy all creatures.
{1}{W}{W}{U}
Supreme Verdict
Sorcery
This spell can't be countered.

Destroy all creatures.
{3}{W}{U}
Teferi, Hero of Dominaria
Legendary Planeswalker - Teferi
+1: Draw a card. At the beginning of the next end step, untap up to two lands.

-3: Put target nonland permanent into its owner's library third from the top.

-8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
L: 4
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{2}{W}{W}
The Wandering Emperor
Legendary Planeswalker
Flash

As long as The Wandering Emperor entered the battlefield this turn, you may activate her loyalty abilities any time you could cast an instant.

+1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn.

-1: Create a 2/2 white Samurai creature token with vigilance.

-2: Exile target tapped creature. You gain 2 life.
L: 3
--
Watery Grave
Land - Island Swamp
({T}: Add {U} or {B}.)

As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

{W}
Blossoming Calm
Instant
You gain hexproof until your next turn. You gain 2 life.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
{W}
Blossoming Calm
Instant
You gain hexproof until your next turn. You gain 2 life.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
{1}{R}{R}
Brotherhood's End
Sorcery
Choose one --

• Brotherhood's End deals 3 damage to each creature and each planeswalker.

• Destroy all artifacts with mana value 3 or less.
{1}{R}{R}
Brotherhood's End
Sorcery
Choose one --

• Brotherhood's End deals 3 damage to each creature and each planeswalker.

• Destroy all artifacts with mana value 3 or less.
{X}
Engineered Explosives
Artifact
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)

{2}, Sacrifice Engineered Explosives: Destroy each nonland permanent with mana value equal to the number of charge counters on Engineered Explosives.
{X}
Engineered Explosives
Artifact
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)

{2}, Sacrifice Engineered Explosives: Destroy each nonland permanent with mana value equal to the number of charge counters on Engineered Explosives.
{U}
Flusterstorm
Instant
Counter target instant or sorcery spell unless its controller pays {1}.

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
{1}{U}{U}
Force of Negation
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.

Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{1}{U}{U}
Force of Negation
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.

Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{1}{W}
Hallowed Moonlight
Instant
Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.

Draw a card.
{1}{W}
Hallowed Moonlight
Instant
Until end of turn, if a creature would enter the battlefield and it wasn't cast, exile it instead.

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.
{B/P}
Surgical Extraction
Instant
({B/P} can be paid with either {B} or 2 life.)

Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
{B/P}
Surgical Extraction
Instant
({B/P} can be paid with either {B} or 2 life.)

Choose target card in a graveyard other than a basic land card. Search its owner'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}{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.)