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Select Main Deck Cards

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

{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.
{1}{U}
Aether Gust
Instant
Choose target spell or permanent that's red or green. Its owner puts it on the top or bottom of their library.
{7}
Akroma's Memorial
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
{1}{U}
Alter Reality
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{U}{U}
Apprentice Wizard
Creature - Human Wizard
{U}, {T}: Add {C}{C}{C}.
0 / 1
--
Arcane Lighthouse
Land
{T}: Add {C}.

{1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{2}{U}{U}
Archmage Emeritus
Creature - Human Wizard
Magecraft -- Whenever you cast or copy an instant or sorcery spell, draw a card.
2 / 2
{2}{U}{U}{U}
Azami, Lady of Scrolls
Legendary Creature - Human Wizard
Tap an untapped Wizard you control: Draw a card.
0 / 2
{2}{U}
Baleful Stare
Sorcery
Target opponent reveals their hand. You draw a card for each Mountain and red card in it.
{1}{U}
Baral, Chief of Compliance
Legendary Creature - Human Wizard
Instant and sorcery spells you cast cost {1} less to cast.

Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
1 / 3
{1}{U}
Barrin's Unmaking
Instant
Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or a color tied for most common.
{2}{U}{U}
Blind Seer
Legendary Creature - Human Wizard
{1}{U}: Target spell or permanent becomes the color of your choice until end of turn.
3 / 3
{U}
Blue Elemental Blast
Instant
Choose one --

• Counter target red spell.

• Destroy target red permanent.
{X}{U}{U}{U}
Blue Sun's Zenith
Instant
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
--
Buried Ruin
Land
{T}: Add {C}.

{2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.
{6}
Caged Sun
Artifact
As Caged Sun enters the battlefield, choose a color.

Creatures you control of the chosen color get +1/+1.

Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
--
Castle Vantress
Land
Castle Vantress enters the battlefield tapped unless you control an Island.

{T}: Add {U}.

{2}{U}{U}, {T}: Scry 2.
{1}{U}
Cerulean Drake
Creature - Drake
Flying

Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.)

Sacrifice Cerulean Drake: Counter target spell that targets you.
1 / 1
{2}{U}
Ceta Sanctuary
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.
{1}{U}
Coast Watcher
Creature - Bird Soldier
Flying, protection from green
1 / 1
{1}
Commander's Plate
Artifact - Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.

Equip commander {3}

Equip {5}
{2}{U}
Consign to Dream
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
{3}{U}{U}
Cowardice
Enchantment
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)
--
Detection Tower
Land
{T}: Add {C}.

{1}, {T}: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
{6}{U}{U}
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)

Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
{6}{U}
Dismiss into Dream
Enchantment
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{3}{U}{U}
Docent of Perfection
Creature - Insect Horror
Flying

Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token. Then if you control three or more Wizards, transform Docent of Perfection.
5 / 4
--
Final Iteration
Creature - Eldrazi Insect

Flying

Wizards you control get +2/+1 and have flying.

Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
5 / 4
{2}{U}
Douse
Enchantment
{1}{U}: Counter target red spell.
{2}{U}{U}
Dream Tides
Enchantment
Creatures don't untap during their controllers' untap steps.

At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay {2} for each creature chosen this way. If the player does, untap those creatures.
{2}{U}
Drift of Phantasms
Creature - Spirit
Defender (This creature can't attack.)

Flying

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
0 / 5
{3}{U}
Engulf the Shore
Instant
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
{U}
Essence Leak
Enchantment - Aura
Enchant permanent

As long as enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."
{0}
Everflowing Chalice
Artifact
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)

Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.

{T}: Add {C} for each charge counter on Everflowing Chalice.
{3}
Extraplanar Lens
Artifact
Imprint -- When Extraplanar Lens enters the battlefield, you may exile target land you control.

Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.
{2}{U}
Fabricate
Sorcery
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
{3}{U}
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
{2}
Fellwar Stone
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
{U}
Flash Flood
Instant
Choose one --

• Destroy target red permanent.

• Return target Mountain to its owner's hand.
{1}{U}
Flashfreeze
Instant
Counter target red or green spell.
{2}{U}
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
{X}{U}{U}{U}
Gadwick, the Wizened
Legendary Creature - Human Wizard
When Gadwick, the Wizened enters the battlefield, draw X cards.

Whenever you cast a blue spell, tap target nonland permanent an opponent controls.
3 / 3
{1}{U}
Gainsay
Instant
Counter target blue spell.
{5}
Gauntlet of Power
Artifact
As Gauntlet of Power enters the battlefield, choose a color.

Creatures of the chosen color get +1/+1.

Whenever a basic land is tapped for mana of the chosen color, its controller adds an additional one mana of that color.
{1}{U}
Glamerdye
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another.

Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
{5}{U}
Govern the Guildless
Sorcery
Gain control of target monocolored creature.

Forecast -- {1}{U}, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Activate only during your upkeep and only once each turn.)
{1}{U}{U}
Grand Architect
Creature - Vedalken Artificer
Other blue creatures you control get +1/+1.

{U}: Target artifact creature becomes blue until end of turn.

Tap an untapped blue creature you control: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts.
1 / 3
{1}
Grindstone
Artifact
{3}, {T}: Target player mills two cards. If two cards that share a color were milled this way, repeat this process.
{3}{U}{U}{U}
Guile
Creature - Elemental Incarnation
Guile can't be blocked except by three or more creatures.

If a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost.

When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.
6 / 6
--
Halimar Depths
Land
Halimar Depths enters the battlefield tapped.

When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.

{T}: Add {U}.
--
Hall of Storm Giants
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.

{T}: Add {U}.

{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
{3}
Heartstone
Artifact
Activated abilities of creatures cost {1} less to activate. This effect can't reduce the mana in that cost to less than one mana.
{2}{U}
Hibernation
Instant
Return all green permanents to their owners' hands.
{2}{U}
High Seas
Enchantment
Red creature spells and green creature spells cost {1} more to cast.
{U}
High Tide
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.
{2}{U}{U}
Homarid Shaman
Creature - Homarid Shaman
{U}: Tap target green creature.
2 / 1
{U}
Hydroblast
Instant
Choose one --

• Counter target spell if it's red.

• Destroy target permanent if it's red.
{2}{U}
Insight
Enchantment
Whenever an opponent casts a green spell, you draw a card.
{3}{U}{U}{U}
Inundate
Sorcery
Return all nonblue creatures to their owners' hands.
--
Inventors' Fair
Legendary Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.

{T}: Add {C}.

{4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
{2}
Isochron Scepter
Artifact
Imprint -- When Isochron Scepter enters the battlefield, you may exile an instant card with mana value 2 or less from your hand.

{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
{1}{U}
Jaded Response
Instant
Counter target spell if it shares a color with a creature you control.
{8}{U}{U}
Jin-Gitaxias, Core Augur
Legendary Creature - Phyrexian Praetor
Flash

At the beginning of your end step, draw seven cards.

Each opponent's maximum hand size is reduced by seven.
5 / 4
{5}{U}{U}
Jin-Gitaxias, Progress Tyrant
Legendary Creature - Phyrexian Praetor
Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.)

Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
5 / 5
{4}{U}{U}
King Crab
Creature - Crab
{1}{U}, {T}: Put target green creature on top of its owner's library.
4 / 5
{3}{U}{U}
Lier, Disciple of the Drowned
Legendary Creature - Human Wizard
Spells can't be countered.

Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
3 / 4
{3}{U}
Llawan, Cephalid Empress
Legendary Creature - Cephalid Noble
When Llawan, Cephalid Empress enters the battlefield, return all blue creatures your opponents control to their owners' hands.

Your opponents can't cast blue creature spells.
2 / 3
--
Lonely Sandbar
Land
Lonely Sandbar enters the battlefield tapped.

{T}: Add {U}.

Cycling {U} ({U}, Discard this card: Draw a card.)
{3}{U}
Master of Waves
Creature - Merfolk Wizard
Protection from red

Elemental creatures you control get +1/+1.

When Master of Waves enters the battlefield, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
2 / 1
{1}{U}
Merchant Scroll
Sorcery
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
{2}{U}
Midnight Clock
Artifact
{T}: Add {U}.

{2}{U}: Put an hour counter on Midnight Clock.

At the beginning of each upkeep, put an hour counter on Midnight Clock.

When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
{U}
Mind Bend
Instant
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect lasts indefinitely.)
{U}
Mind Harness
Enchantment - Aura
Enchant red or green creature

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

You control enchanted creature.
{2}
Mind Stone
Artifact
{T}: Add {C}.

{1}, {T}, Sacrifice Mind Stone: Draw a card.
{4}
Mourner's Shield
Artifact
Imprint -- When Mourner's Shield enters the battlefield, you may exile target card from a graveyard.

{2}, {T}: Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the exiled card.
{U}{U}
Muddle the Mixture
Instant
Counter target instant or sorcery spell.

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
--
Myriad Landscape
Land
Myriad Landscape enters the battlefield tapped.

{T}: Add {C}.

{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
--
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}{U}{U}
Narset, Parter of Veils
Legendary Planeswalker - Narset
Each opponent can't draw more than one card each turn.

-2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
L: 5
{4}
Nyx Lotus
Legendary Artifact
Nyx Lotus enters the battlefield tapped.

{T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
{3}{U}
Orvar, the All-Form
Legendary Creature - Shapeshifter
Changeling

Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.

When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
3 / 3
{2}
Painter's Servant
Artifact Creature - Scarecrow
As Painter's Servant enters the battlefield, choose a color.

All cards that aren't on the battlefield, spells, and permanents are the chosen color in addition to their other colors.
1 / 3
{2}
Pili-Pala
Artifact Creature - Scarecrow
Flying

{2}, {Q}: Add one mana of any color. ({Q} is the untap symbol.)
1 / 1
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
{2}{U}
Propaganda
Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
{1}{U}
Quickchange
Instant
Target creature becomes the color or colors of your choice until end of turn.

Draw a card.
{3}
Quicksilver Fountain
Artifact
At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land they control of their choice. That land is an Island for as long as it has a flood counter on it.

At the beginning of each end step, if all lands on the battlefield are Islands, remove all flood counters from them.
{1}{U}
Ray of Frost
Enchantment - Aura
Flash

Enchant creature

When Ray of Frost enters the battlefield, if enchanted creature is red, tap it.

As long as enchanted creature is red, it loses all abilities.

Enchanted creature doesn't untap during its controller's untap step.
{4}{U}{U}
Recurring Insight
Sorcery
Draw cards equal to the number of cards in target opponent's hand.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
--
Riptide Laboratory
Land
{T}: Add {C}.

{1}{U}, {T}: Return target Wizard you control to its owner's hand.
--
Roadside Reliquary
Land
{T}: Add {C}.

{2}, {T}, Sacrifice Roadside Reliquary: Draw a card if you control an artifact. Draw a card if you control an enchantment.
{2}
Sanctuary Blade
Artifact - Equipment
As Sanctuary Blade becomes attached to a creature, choose a color.

Equipped creature gets +2/+0 and has protection from the last chosen color.

Equip {3}
--
Scavenger Grounds
Land - Desert
{T}: Add {C}.

{2}, {T}, Sacrifice a Desert: Exile all graveyards.
{5}{U}{U}
Scourge of Fleets
Creature - Kraken
When Scourge of Fleets enters the battlefield, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
6 / 6
{3}
Scuttlemutt
Artifact Creature - Scarecrow
{T}: Add one mana of any color.

{T}: Target creature becomes the color or colors of your choice until end of turn.
2 / 2
{1}{U}
Sea Sprite
Creature - Faerie
Flying, protection from red
1 / 1
{2}{U}
Shifting Sky
Enchantment
As Shifting Sky enters the battlefield, choose a color.

All nonland permanents are the chosen color.
{2}{U}{U}
Shimmer
Enchantment
As Shimmer enters the battlefield, choose a land type.

Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
{2}{U}
Silundi Vision
Instant
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
--
Silundi Isle
Land

Silundi Isle enters the battlefield tapped.

{T}: Add {U}.
{U}
Sisay's Ingenuity
Enchantment - Aura
Enchant creature

When Sisay's Ingenuity enters the battlefield, draw a card.

Enchanted creature has "{2}{U}: Target creature becomes the color of your choice until end of turn."
{U}
Sleight of Mind
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{4}
Solemn Simulacrum
Artifact Creature - Golem
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

When Solemn Simulacrum dies, you may draw a card.
2 / 2
{1}{U}
Spectral Shift
Instant
Choose one --

• Change the text of target spell or permanent by replacing all instances of one basic land type with another. (This effect lasts indefinitely.)

• Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)

Entwine {2} (Choose both if you pay the entwine cost.)
{3}{U}{U}
Step Through
Sorcery
Return two target creatures to their owners' hands.

Wizardcycling {2} ({2}, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
{5}{U}{U}{U}
Stormtide Leviathan
Creature - Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)

All lands are Islands in addition to their other types.

Creatures without flying or islandwalk can't attack.
8 / 8
{U}{U}
Surge Mare
Creature - Horse Fish
Surge Mare can't be blocked by green creatures.

Whenever Surge Mare deals damage to an opponent, you may draw a card. If you do, discard a card.

{1}{U}: Surge Mare gets +2/-2 until end of turn.
0 / 5
{1}{U}
Sway of Illusion
Instant
Any number of target creatures become the color of your choice until end of turn.

Draw a card.
{2}{U}{U}
Swirl the Mists
Enchantment
As Swirl the Mists enters the battlefield, choose a color word.

All instances of color words in the text of spells and permanents are changed to the chosen color word.
{3}
Sword of Hearth and Home
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from green and from white.

Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.

Equip {2}
{3}
Sword of War and Peace
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from white.

Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.

Equip {2}
{2}{U}{U}
Talrand, Sky Summoner
Legendary Creature - Merfolk Wizard
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
2 / 2
{U}
Telepathy
Enchantment
Your opponents play with their hands revealed.
--
Temple of the False God
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
{1}{U}
The Reality Chip
Legendary Artifact Creature - Equipment Jellyfish
You may look at the top card of your library any time.

As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.

Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
0 / 4
{2}
Thought Vessel
Artifact
You have no maximum hand size.

{T}: Add {C}.
{1}{U}{U}
Tidal Control
Enchantment
Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Pay 2 life or {2}: Counter target red or green spell. Any player may activate this ability.
{U}
Tidal Visionary
Creature - Merfolk Wizard
{T}: Target creature becomes the color of your choice until end of turn.
1 / 1
{U}{U}
Tidebinder Mage
Creature - Merfolk Wizard
When Tidebinder Mage enters the battlefield, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage.
2 / 2
{U}
Trait Doctoring
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
{2}{U}
Tribute Mage
Creature - Human Wizard
When Tribute Mage enters the battlefield, you may search your library for an artifact card with mana value 2, reveal that card, put it into your hand, then shuffle.
2 / 2
{2}{U}
Trinket Mage
Creature - Human Wizard
When Trinket Mage enters the battlefield, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
2 / 2
{1}{U}
Triskaidekaphile
Creature - Human Wizard
You have no maximum hand size.

At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.

{3}{U}: Draw a card.
1 / 3
{2}{U}
Trophy Mage
Creature - Human Wizard
When Trophy Mage enters the battlefield, you may search your library for an artifact card with mana value 3, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{U}
Vedalken Aethermage
Creature - Vedalken Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Vedalken Aethermage enters the battlefield, return target Sliver to its owner's hand.

Wizardcycling {3} ({3}, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
1 / 2
{3}
Vedalken Shackles
Artifact
You may choose not to untap Vedalken Shackles during your untap step.

{2}, {T}: Gain control of target creature with power less than or equal to the number of Islands you control for as long as Vedalken Shackles remains tapped.
{2}{U}
Verity Circle
Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.

{4}{U}: Tap target creature without flying.
{1}{U}
Vodalian Mystic
Creature - Merfolk Wizard
{T}: Target instant or sorcery spell becomes the color of your choice.
1 / 1
--
War Room
Land
{T}: Add {C}.

{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
{3}{U}
Wash Out
Sorcery
Return all permanents of the color of your choice to their owners' hands.
{1}
Wayfarer's Bauble
Artifact
{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{2}{U}
Weatherseed Faeries
Creature - Faerie
Flying, protection from red
2 / 1
{2}{U}
Well-Laid Plans
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
{X}{U}{U}{U}
Whir of Invention
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)

Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
{3}{U}{U}
Willbreaker
Creature - Human Wizard
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control Willbreaker.
2 / 3
{2}{U}
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
{2}{U}
Withering Gaze
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
{3}{U}{U}
Wrath of Marit Lage
Enchantment
When Wrath of Marit Lage enters the battlefield, tap all red creatures.

Red creatures don't untap during their controllers' untap steps.