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Select Main Deck Cards

{W/U}{W/U}
Azorius Guildmage
Creature - Vedalken Wizard
{2}{W}: Tap target creature.

{2}{U}: Counter target activated ability. (Mana abilities can't be targeted.)
2 / 2
{W/U}{W/U}
Azorius Guildmage
Creature - Vedalken Wizard
{2}{W}: Tap target creature.

{2}{U}: Counter target activated ability. (Mana abilities can't be targeted.)
2 / 2
{W/U}{W/U}
Azorius Guildmage
Creature - Vedalken Wizard
{2}{W}: Tap target creature.

{2}{U}: Counter target activated ability. (Mana abilities can't be targeted.)
2 / 2
{2}{U}
Ertai, Wizard Adept
Legendary Creature - Human Wizard
{2}{U}{U}, {T}: Counter target spell.
1 / 1
{2}{U}
Ertai, Wizard Adept
Legendary Creature - Human Wizard
{2}{U}{U}, {T}: Counter target spell.
1 / 1
{2}{W}{U}{B}
Ertai, the Corrupted
Legendary Creature - Phyrexian Human Wizard
{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.
3 / 4
{2}{W}{U}{B}
Ertai, the Corrupted
Legendary Creature - Phyrexian Human Wizard
{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.
3 / 4
--
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.
{5}{U}{U}
Galecaster Colossus
Creature - Giant Wizard
Tap an untapped Wizard you control: Return target nonland permanent you don't control to its owner's hand.
5 / 6
{5}{U}{U}
Galecaster Colossus
Creature - Giant Wizard
Tap an untapped Wizard you control: Return target nonland permanent you don't control to its owner's hand.
5 / 6
{5}{U}{U}
Galecaster Colossus
Creature - Giant Wizard
Tap an untapped Wizard you control: Return target nonland permanent you don't control to its owner's hand.
5 / 6
--
Godless Shrine
Land - Plains Swamp
({T}: Add {W} or {B}.)

As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Godless Shrine
Land - Plains Swamp
({T}: Add {W} or {B}.)

As Godless Shrine 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.
--
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.
--
Marsh Flats
Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
{U}{U}{U}
Patron Wizard
Creature - Human Wizard
Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}.
2 / 2
{U}{U}{U}
Patron Wizard
Creature - Human Wizard
Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}.
2 / 2
{U}{U}{U}
Patron Wizard
Creature - Human Wizard
Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}.
2 / 2
--
Polluted Delta
Land
{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
{2}{U}
Prodigal Sorcerer
Creature - Human Wizard
{T}: Prodigal Sorcerer deals 1 damage to any target.
1 / 1
{2}{U}
Prodigal Sorcerer
Creature - Human Wizard
{T}: Prodigal Sorcerer deals 1 damage to any target.
1 / 1
{2}{U}
Prodigal Sorcerer
Creature - Human Wizard
{T}: Prodigal Sorcerer deals 1 damage to any target.
1 / 1
{2}{U}
Prodigal Sorcerer
Creature - Human Wizard
{T}: Prodigal Sorcerer deals 1 damage to any target.
1 / 1
{2}{U}
Sage of Fables
Creature - Merfolk Wizard
Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.

{2}, Remove a +1/+1 counter from a creature you control: Draw a card.
2 / 2
{2}{U}
Sage of Fables
Creature - Merfolk Wizard
Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.

{2}, Remove a +1/+1 counter from a creature you control: Draw a card.
2 / 2
{2}{U}
Sage of Fables
Creature - Merfolk Wizard
Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.

{2}, Remove a +1/+1 counter from a creature you control: Draw a card.
2 / 2
{1}{W}{U}
Samite Archer
Creature - Human Cleric Archer
{T}: Prevent the next 1 damage that would be dealt to any target this turn.

{T}: Samite Archer deals 1 damage to any target.
1 / 1
{1}{W}{U}
Samite Archer
Creature - Human Cleric Archer
{T}: Prevent the next 1 damage that would be dealt to any target this turn.

{T}: Samite Archer deals 1 damage to any target.
1 / 1
{1}{W}{U}
Samite Archer
Creature - Human Cleric Archer
{T}: Prevent the next 1 damage that would be dealt to any target this turn.

{T}: Samite Archer deals 1 damage to any target.
1 / 1
--
Scrubland
Land - Plains Swamp
({T}: Add {W} or {B}.)
--
Scrubland
Land - Plains Swamp
({T}: Add {W} or {B}.)
--
Scrubland
Land - Plains Swamp
({T}: Add {W} or {B}.)
--
Scrubland
Land - Plains Swamp
({T}: Add {W} or {B}.)
{2}{W}{U}{B}
Sen Triplets
Legendary Artifact Creature - Human Wizard
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
3 / 3
{2}{W}{U}{B}
Sen Triplets
Legendary Artifact Creature - Human Wizard
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
3 / 3
{2}{W}{U}{B}
Sen Triplets
Legendary Artifact Creature - Human Wizard
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
3 / 3
{1}{U}{B}
Shadowmage Infiltrator
Creature - Human Wizard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.
1 / 3
{1}{U}{B}
Shadowmage Infiltrator
Creature - Human Wizard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.
1 / 3
{1}{U}{B}
Shadowmage Infiltrator
Creature - Human Wizard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.
1 / 3
{1}{W}{W}
Soltari Visionary
Creature - Soltari Cleric
Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls.
2 / 2
{1}{W}{W}
Soltari Visionary
Creature - Soltari Cleric
Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls.
2 / 2
--
Tundra
Land - Plains Island
({T}: Add {W} or {U}.)
--
Tundra
Land - Plains Island
({T}: Add {W} or {U}.)
--
Tundra
Land - Plains Island
({T}: Add {W} or {U}.)
--
Tundra
Land - Plains Island
({T}: Add {W} or {U}.)
--
Underground Sea
Land - Island Swamp
({T}: Add {U} or {B}.)
--
Underground Sea
Land - Island Swamp
({T}: Add {U} or {B}.)
--
Underground Sea
Land - Island Swamp
({T}: Add {U} or {B}.)
--
Underground Sea
Land - Island Swamp
({T}: Add {U} or {B}.)
{W}{U}{B}
Wandering Mage
Creature - Human Cleric Wizard
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.

{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
0 / 3
{W}{U}{B}
Wandering Mage
Creature - Human Cleric Wizard
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.

{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
0 / 3
{W}{U}{B}
Wandering Mage
Creature - Human Cleric Wizard
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.

{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
0 / 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.
--
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.
--
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.