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Select Main Deck Cards

Select Tokens

--
Academy Ruins
Legendary Land
{T}: Add {C}.

{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.
{R}{G}{W}{U}
Aragorn, the Uniter
Legendary Creature - Human Noble
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token.

Whenever you cast a blue spell, scry 2.

Whenever you cast a red spell, Aragorn, the Uniter deals 3 damage to target opponent.

Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
5 / 5
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{1}{G}{W}
Armadillo Cloak
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has trample.

Whenever enchanted creature deals damage, you gain that much life.
{1}{G}{G}
Arwen, Weaver of Hope
Legendary Creature - Elf Noble
Each other creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Arwen, Weaver of Hope's toughness.
2 / 1
{G/W}{G/W}{ // }{4}{G}{W}
Assure // Assemble
Instant // Instant
Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.



Create three 2/2 green and white Elf Knight creature tokens with vigilance.
{2}{R/W}{R/W}{R/W}
Balefire Liege
Creature - Spirit Horror
Other red creatures you control get +1/+1.

Other white creatures you control get +1/+1.

Whenever you cast a red spell, Balefire Liege deals 3 damage to target player or planeswalker.

Whenever you cast a white spell, you gain 3 life.
2 / 4
{G/W}
Barkshell Blessing
Instant
Target creature gets +2/+2 until end of turn.

Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
--
Battlefield Forge
Land
{T}: Add {C}.

{T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.
--
Canopy Vista
Land - Forest Plains
({T}: Add {G} or {W}.)

Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
{U/R}
Clout of the Dominus
Enchantment - Aura
Enchant creature

As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)

As long as enchanted creature is red, it gets +1/+1 and has haste.
{1}{G/U}{G/U}
Cold-Eyed Selkie
Creature - Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
1 / 1
{1}{R/G}{ // }{R}{G}
Collision // Colossus
Instant // Instant
Collision deals 6 damage to target creature with flying.



Target creature gets +4/+2 and gains trample until end of turn.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{2}{G}
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{R}{W}
Deflecting Palm
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
{G}{U}
Double Major
Instant
Copy target creature spell you control, except it isn't legendary if the spell is legendary. (A copy of a creature spell becomes a token.)
{W}{U}
Dramatic Rescue
Instant
Return target creature to its owner's hand. You gain 2 life.
{G}{W}
Dromoka's Command
Instant
Choose two --

• Prevent all damage target instant or sorcery spell would deal this turn.

• Target player sacrifices an enchantment.

• Put a +1/+1 counter on target creature.

• Target creature you control fights target creature you don't control.
{5}
Eldrazi Monument
Artifact
Creatures you control get +1/+1 and have flying and indestructible.

At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.
{W}{U}
Energy Arc
Instant
Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.
{2}{W}{U}
Ephara, God of the Polis
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to white and blue is less than seven, Ephara isn't a creature.

At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
6 / 5
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{1}{G}{W}
Faeburrow Elder
Creature - Treefolk Druid
Vigilance

Faeburrow Elder gets +1/+1 for each color among permanents you control.

{T}: For each color among permanents you control, add one mana of that color.
0 / 0
{1}{G}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{1}{G/U}
Favor of the Overbeing
Enchantment - Aura
Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has vigilance.

As long as enchanted creature is blue, it gets +1/+1 and has flying.
{2}{G}
Food Chain
Enchantment
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
--
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}.)
--
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}.
{1}{G}{U}
Golden Ratio
Sorcery
Draw a card for each different power among creatures you control.
{2}{R}{G}
Halana and Alena, Partners
Legendary Creature - Human Ranger
First strike, reach

At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
2 / 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}.)
{1}{R}{G}{W}
Jetmir, Nexus of Revels
Legendary Creature - Cat Demon
Creatures you control get +1/+0 and have vigilance as long as you control three or more creatures.

Creatures you control also get +1/+0 and have trample as long as you control six or more creatures.

Creatures you control also get +1/+0 and have double strike as long as you control nine or more creatures.
5 / 4
{2}{G}
Kodama's Reach
Sorcery - Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{R}{W}
Koll, the Forgemaster
Legendary Creature - Dwarf Warrior
Whenever another nontoken creature you control dies, if it was enchanted or equipped, return it to its owner's hand.

Creature tokens you control that are enchanted or equipped get +1/+1.
2 / 2
{1}{R/G}
Manamorphose
Instant
Add two mana in any combination of colors.

Draw a card.
{1}{R}{G}{W}
Mazzy, Truesword Paladin
Legendary Creature - Halfling Knight
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn.

Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
3 / 4
{2}{G/W}
Mercy Killing
Instant
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
{R}{W}
Merry, Esquire of Rohan
Legendary Creature - Halfling Knight
Haste

Merry, Esquire of Rohan has first strike as long as it's equipped.

Whenever you attack with Merry and another legendary creature, draw a card.
2 / 2
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters the battlefield tapped unless you control three or more other Islands.

When Mystic Sanctuary enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.
{1}{G/W}
Nature's Chant
Instant
Destroy target artifact or enchantment.
{W}{U}
No More Lies
Instant
Counter target spell unless its controller pays {3}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{2}{R}{R}
Ojer Axonil, Deepest Might
Legendary Creature - God
Trample

If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.

When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
4 / 4
--
Temple of Power
Land

(Transforms from Ojer Axonil, Deepest Might.)

{T}: Add {R}.

{2}{R}, {T}: Transform Temple of Power. Activate only if red sources you controlled dealt 4 or more noncombat damage this turn and only as a sorcery.
4 / 4
--
Opal Palace
Land
{T}: Add {C}.

{1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
--
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}.)
{1}{U}{R}
Prismari Command
Instant
Choose two --

• Prismari Command deals 2 damage to any target.

• Target player draws two cards, then discards two cards.

• Target player creates a Treasure token.

• Destroy target artifact.
{1}{G}{ // }{1}{R}
Questing Druid // Seek the Beast
Creature - Human Druid // Instant - Adventure
Whenever you cast a spell that's white, blue, black, or red, put a +1/+1 counter on Questing Druid.



Exile the top two cards of your library. Until your next end step, you may play those cards.
1 / 1
{1}{G}{W}{U}
Rafiq of the Many
Legendary Creature - Human Knight
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, it gains double strike until end of turn.
3 / 3
{2}{G}{U}
Rashmi, Eternities Crafter
Legendary Creature - Elf Druid
Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand.
2 / 3
{1}{G/W}
Reknit
Instant
Regenerate target permanent.
{R/W}{R/W}{ // }{3}{R}{W}
Response // Resurgence
Instant // Sorcery
Response deals 5 damage to target attacking or blocking creature.



Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
{R}{W}
Reyav, Master Smith
Legendary Creature - Dwarf Artificer
Whenever a creature you control that's enchanted or equipped attacks, that creature gains double strike until end of turn.
2 / 2
{G/W}
Rhys the Redeemed
Legendary Creature - Elf Warrior
{2}{G/W}, {T}: Create a 1/1 green and white Elf Warrior creature token.

{4}{G/W}{G/W}, {T}: For each creature token you control, create a token that's a copy of that creature.
1 / 1
{3}{R}
Riders of the Mark
Creature - Human Knight
This spell costs {1} less to cast for each Human you control.

Trample, haste

At the beginning of your end step, if Riders of the Mark attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
7 / 4
{R}{G}{W}
Rith's Charm
Instant
Choose one --

• Destroy target nonbasic land.

• Create three 1/1 green Saproling creature tokens.

• Prevent all damage a source of your choice would deal this turn.
--
Rootbound Crag
Land
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

{T}: Add {R} or {G}.
{4}{R/G}
Runes of the Deus
Enchantment - Aura
Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)

As long as enchanted creature is green, it gets +1/+1 and has trample.
{2}{R/W}
Scourge of the Nobilis
Enchantment - Aura
Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has "{R/W}: This creature gets +1/+0 until end of turn."

As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
{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.
{1}{R/W}
Shattering Blow
Instant
Exile target artifact.
{2}{G/W}
Shield of the Oversoul
Enchantment - Aura
Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)

As long as enchanted creature is white, it gets +1/+1 and has flying.
{G}{U}
Simic Charm
Instant
Choose one --

• Target creature gets +3/+3 until end of turn.

• Permanents you control gain hexproof until end of turn.

• Return target creature to its owner's hand.
{1}
Skullclamp
Artifact - Equipment
Equipped creature gets +1/-1.

Whenever equipped creature dies, draw two cards.

Equip {1}
{R}{W}
Squee's Embrace
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2.

When enchanted creature dies, return that card to its owner's hand.
{1}{R}{R}
Squee, the Immortal
Legendary Creature - Goblin
You may cast Squee, the Immortal from your graveyard or from exile.
2 / 1
{2}{W/U}
Steel of the Godhead
Enchantment - Aura
Enchant creature

As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)

As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
{U}{R}
Swerve
Instant
Change the target of target spell with a single target.
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{U}{R}
Third Path Iconoclast
Creature - Human Monk
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
2 / 1
{1}{R}{W}
Théoden, King of Rohan
Legendary Creature - Human Noble
Whenever Théoden, King of Rohan or another Human enters the battlefield under your control, target creature gains double strike until end of turn.
2 / 3
{2}
Trailblazer's Boots
Artifact - Equipment
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)

Equip {2}
{G}{W}{U}
Treva's Charm
Instant
Choose one --

• Destroy target enchantment.

• Exile target attacking creature.

• Draw a card, then discard a card.
{G}{G/W}{W}
Trostani, Three Whispers
Legendary Creature - Dryad
{1}{G}: Target creature gains deathtouch until end of turn.

{G/W}: Target creature gains vigilance until end of turn.

{2}{W}: Target creature gains double strike until end of turn.
4 / 4
{R/G}{R/G}
Vexing Shusher
Creature - Goblin Shaman
This spell can't be countered.

{R/G}: Target spell can't be countered.
2 / 2
{1}{U}
Winged Boots
Artifact - Equipment
Equipped creature has flying and ward {4}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)

Equip {1}
{W/U}
Zealous Guardian
Creature - Kithkin Soldier
Flash
1 / 1
{2}{U}{R}{W}
Éowyn, Shieldmaiden
Legendary Creature - Human Knight
First strike

At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.
5 / 4

--
Bird
Token Creature - Bird
Blue

Flying
1 / 1
--
Boo
Token Legendary Creature - Hamster
Red

Trample, haste
1 / 1
--
Elf Knight
Token Creature - Elf Knight
White, Green

Vigilance
2 / 2
--
Elf Warrior
Token Creature - Elf Warrior
White, Green
1 / 1
--
Human Soldier
Token Creature - Human Soldier
White
1 / 1
--
Knight
Token Creature - Knight
White

Vigilance
2 / 2
--
Saproling
Token Creature - Saproling
Green
1 / 1
--
Soldier
Token Artifact Creature - Soldier
Colorless
1 / 1
--
Spirit
Token Creature - Spirit
Red

Menace (This creature can't be blocked except by two or more creatures.)
2 / 2
--
Treasure
Token Artifact - Treasure
Colorless

{T}, Sacrifice this artifact: Add one mana of any color.
--
Wolf
Token Creature - Wolf
Green
2 / 2
--
Wurm
Token Creature - Wurm
Green

Trample
5 / 5