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Select Main Deck Cards

{U}
Aegis Turtle
Creature - Turtle
0 / 5
{1}{U}{U}
Ancient Crab
Creature - Crab
1 / 5
{3}{W}{W}
Angelic Chorus
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
{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.
--
Bant Panorama
Land
{T}: Add {C}.

{1}, {T}, Sacrifice Bant Panorama: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
{3}
Belbe's Armor
Artifact
{X}, {T}: Target creature gets -X/+X until end of turn.
{5}{G}{W}
Belligerent Brontodon
Creature - Dinosaur
Each creature you control assigns combat damage equal to its toughness rather than its power.
4 / 6
{G}
Carapace
Enchantment - Aura
Enchant creature

Enchanted creature gets +0/+2.

Sacrifice Carapace: Regenerate enchanted creature.
{2}{U}{U}
Charix, the Raging Isle
Legendary Creature - Leviathan Crab
Spells your opponents cast that target Charix, the Raging Isle cost {2} more to cast.

{3}: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
0 / 17
{4}
Crenellated Wall
Artifact Creature - Wall
Defender (This creature can't attack.)

{T}: Target creature gets +0/+4 until end of turn.
0 / 4
{1}{U}{U}
Dragon Turtle
Creature - Dragon Turtle
Flash

Drag Below -- When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
3 / 5
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
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}.)
{2}{W}
Gauntlets of Light
Enchantment - Aura
Enchant creature

Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.

Enchanted creature has "{2}{W}: Untap this creature."
{U}
Hard Evidence
Sorcery
Create a 0/3 blue Crab creature token.

Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
{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}
Horned Turtle
Creature - Turtle
1 / 4
{2}{U}
Horseshoe Crab
Creature - Crab
{U}: Untap Horseshoe Crab.
1 / 3
--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{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}
Locthwain Gargoyle
Artifact Creature - Gargoyle
{4}: Locthwain Gargoyle gets +2/+0 and gains flying until end of turn.
0 / 3
{3}{G}{G}
Meandering Towershell
Creature - Turtle
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
5 / 9
{4}
Mobile Fort
Artifact Creature - Wall
Defender (This creature can't attack.)

{3}: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn.
0 / 6
--
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.
--
Razortide Bridge
Artifact Land
Razortide Bridge enters the battlefield tapped.

Indestructible

{T}: Add {W} or {U}.
{1}{W}{U}
Riptide Crab
Creature - Crab
Vigilance

When Riptide Crab dies, draw a card.
1 / 3
{1}{U}
Riptide Turtle
Creature - Turtle
Flash

Defender
0 / 5
{2}{W}
Ritual of Steel
Enchantment - Aura
Enchant creature

When Ritual of Steel enters the battlefield, draw a card at the beginning of the next turn's upkeep.

Enchanted creature gets +0/+2.
{4}{G/U}{G/U}
Scuttlegator
Creature - Crab Turtle Crocodile
Defender

{6}{G/U}{G/U}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

As long as Scuttlegator has a +1/+1 counter on it, it can attack as though it didn't have defender.
6 / 6
{1}{U}
Scuttletide
Enchantment
{1}, Discard a card: Create a 0/3 blue Crab creature token.

Delirium -- Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
{1}
Skeleton Key
Artifact - Equipment
Equipped creature has skulk. (It can't be blocked by creatures with greater power.)

Whenever equipped creature deals combat damage to a player, you may draw a card. If you do, discard a card.

Equip {2}
{1}{U}
Soar
Enchantment - Aura
You may cast Soar as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.

Enchant creature

Enchanted creature gets +0/+1 and has flying.
{4}{U}
Spire Serpent
Creature - Serpent
Defender

Metalcraft -- As long as you control three or more artifacts, Spire Serpent gets +2/+2 and can attack as though it didn't have defender.
3 / 5
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
--
Tanglepool Bridge
Artifact Land
Tanglepool Bridge enters the battlefield tapped.

Indestructible

{T}: Add {G} or {U}.
{4}
Tawnos's Wand
Artifact
{2}, {T}: Target creature with power 2 or less can't be blocked this turn.
--
Thornglint Bridge
Artifact Land
Thornglint Bridge enters the battlefield tapped.

Indestructible

{T}: Add {G} or {W}.
{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
{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}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, 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
{3}
Wall of Spears
Artifact Creature - Wall
Defender (This creature can't attack.)

First strike
2 / 3
{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
{2}
Warmonger's Chariot
Artifact - Equipment
Equipped creature gets +2/+2.

As long as equipped creature has defender, it can attack as though it didn't have defender.

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)