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Mysterious Realms is a green/blue intro pack focusing on landfall.
With the Mysterious Realms deck, you'll unleash fearsome creatures summoned from the wilds of Zendikar upon your hapless enemies.
Many of your creatures are hungry for space to roam. Thanks to their landfall abilities, they get bonuses every time a land enters the battlefield under your control. Hedron Rover, Territorial Baloth, and Baloth Woodcrasher all get larger when a land enters the battlefield. Many of your cards help you find more lands so you can earn those bonuses regularly. Merfolk Wayfinder retrieves lands from your library. Walking Atlas puts a land directly onto the battlefield—even on an opponent's turn. And Frontier Guide can do both! When a land enchanted by Wind Zendikon is put into the graveyard, the land card then returns to your hand. Play it again and trigger landfall abilities one more time.
Your spells let you control the battlefield. Æther Tradewinds returns two permanents—one you control and one you don't—to their owners' hands. Vapor Snare lets you gain control of an opposing creature. As a bonus, both of those cards can return lands to your hand so you can consistently trigger your landfall abilities. Paralyzing Grasp prevents a threatening creature from untapping. Mysteries of the Deep, Treasure Hunt, and Seer's Sundial all give you more cards with which to overwhelm your opponent. If nothing else works, of course, you can secure victory with an enormous Goliath Sphinx.
Many other Magic cards can enhance the Mysterious Realms deck. In the Worldwake expansion, you'll find Explore, a sorcery that lets you draw a card and play an extra land, potentially triggering your landfall creatures twice in one turn. You'll also find Avenger of Zendikar, an Elemental that creates 0/1 Plant creature tokens when it enters the battlefield. Every land that enters the battlefield under your control after that makes the Plants larger![1]
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