Print Options

Please select the cards that you want to print. This box will not show up on the printed page. Print in Landscape orientation to fit up to eight cards per A4 page. Click on a card to not print it. We recommend Firefox or Internet Explorer for text proxies, as cards printed by Chrome may appear slightly too large.

« back to the full deck page

Proxy type: switch to full card images | text proxies

Select Main Deck Cards

Select Sideboard Cards

{1}{U}
Aphetto Alchemist
Creature - Human Wizard
{T}: Untap target artifact or creature.

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
1 / 2
{1}{U}
Aphetto Alchemist
Creature - Human Wizard
{T}: Untap target artifact or creature.

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
1 / 2
{1}{U}
Aphetto Alchemist
Creature - Human Wizard
{T}: Untap target artifact or creature.

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
1 / 2
{1}{G}{W}
Aura Shards
Enchantment
Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.
--
City of Brass
Land
Whenever City of Brass becomes tapped, it deals 1 damage to you.

{T}: Add one mana of any color.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
--
Elfhame Palace
Land
Elfhame Palace enters the battlefield tapped.

{T}: Add {G} or {W}.
--
Elfhame Palace
Land
Elfhame Palace enters the battlefield tapped.

{T}: Add {G} or {W}.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.

{T}: Add {C}.

{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.

{T}: Add {C}.

{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.

{T}: Add {C}.

{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Grand Coliseum
Land
Grand Coliseum enters the battlefield tapped.

{T}: Add {C}.

{T}: Add one mana of any color. Grand Coliseum deals 1 damage to you.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{W}{U}
Meddling Mage
Creature - Human Wizard
As Meddling Mage enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
2 / 2
{W}{U}
Meddling Mage
Creature - Human Wizard
As Meddling Mage enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
2 / 2
{W}
Mother of Runes
Creature - Human Cleric
{T}: Target creature you control gains protection from the color of your choice until end of turn.
1 / 1
{W}
Mother of Runes
Creature - Human Cleric
{T}: Target creature you control gains protection from the color of your choice until end of turn.
1 / 1
{W}
Mother of Runes
Creature - Human Cleric
{T}: Target creature you control gains protection from the color of your choice until end of turn.
1 / 1
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{B}
Necra Sanctuary
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
{2}{W}{W}
Northern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
3 / 3
{2}{W}{W}
Northern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
3 / 3
--
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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{G}
Rancor
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{G}
Rancor
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{G}
Rancor
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
{2}{W}
Samite Elder
Creature - Human Cleric
{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
1 / 2
{2}{W}
Samite Elder
Creature - Human Cleric
{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
1 / 2
{2}{W}{W}
Southern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target red permanent.
3 / 3
{2}{W}{W}
Southern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target red permanent.
3 / 3
{2}{W}
Spirit of Resistance
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
{G}{W}
Sterling Grove
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)

{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
{G}{W}
Sterling Grove
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)

{1}, Sacrifice Sterling Grove: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{W}
Tethered Griffin
Creature - Griffin
Flying

When you control no enchantments, sacrifice Tethered Griffin.
2 / 3
{W}
Tethered Griffin
Creature - Griffin
Flying

When you control no enchantments, sacrifice Tethered Griffin.
2 / 3
{W}
Tethered Griffin
Creature - Griffin
Flying

When you control no enchantments, sacrifice Tethered Griffin.
2 / 3
{W}
Tethered Griffin
Creature - Griffin
Flying

When you control no enchantments, sacrifice Tethered Griffin.
2 / 3
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 / 1
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 / 1
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 / 1
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 / 1

{W}
Black Scarab
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by black creatures.

Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
{W}
Black Scarab
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by black creatures.

Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
{W}
Black Scarab
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by black creatures.

Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
{2}{W}
Crackdown
Enchantment
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.
{B}
Darkest Hour
Enchantment
All creatures are black.
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{2}{G}
Enchantress's Presence
Enchantment
Whenever you cast an enchantment spell, draw a card.
{1}{W}{W}
Glorious Anthem
Enchantment
Creatures you control get +1/+1.
{1}{W}{W}
Glorious Anthem
Enchantment
Creatures you control get +1/+1.
{2}{W}
Hanna's Custody
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
{0}
Lotus Petal
Artifact
{T}, Sacrifice Lotus Petal: Add one mana of any color.
{1}{U}
Mana Maze
Enchantment
Players can't cast spells that share a color with the spell most recently cast this turn.
{U}
Prismatic Lace
Instant
Target permanent becomes the color or colors of your choice. (This effect lasts indefinitely.)
{2}{W}
Spirit of Resistance
Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
{4}{B}
Spreading Plague
Enchantment
Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated.
{1}{W}{W}
Story Circle
Enchantment
As Story Circle enters the battlefield, choose a color.

{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
{1}{W}{W}
Story Circle
Enchantment
As Story Circle enters the battlefield, choose a color.

{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.