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Select Main Deck Cards

{1}{R}
Abrade
Instant
Choose one --

• Abrade deals 3 damage to target creature.

• Destroy target artifact.
--
Alpine Meadow
Snow Land - Mountain Plains
({T}: Add {R} or {W}.)

Alpine Meadow enters the battlefield tapped.
{1}{R}{W}
Angelfire Ignition
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.

Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}
Animation Module
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay {1}. If you do, create a 1/1 colorless Servo artifact creature token.

{3}, {T}: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
{U}
Aqueous Form
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{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
{U}
Artful Dodge
Sorcery
Target creature can't be blocked this turn.

Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
{3}{R}{R}
Backdraft Hellkite
Creature - Dragon
Flying

Whenever Backdraft Hellkite attacks, each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
4 / 4
{3}{U}
Behold the Multiverse
Instant
Scry 2, then draw two cards.

Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
{1}{W}
Benevolent Blessing
Enchantment - Aura
Flash

Enchant creature

As Benevolent Blessing enters the battlefield, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
{W}
Blacksmith's Skill
Instant
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
{R}{W}
Boros Charm
Instant
Choose one --

• Boros Charm deals 4 damage to target player or planeswalker.

• Permanents you control gain indestructible until end of turn.

• Target creature gains double strike until end of turn.
{2}
Boros Signet
Artifact
{1}, {T}: Add {R}{W}.
{U}
Brainstorm
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
{4}{R}
Burning Anger
Enchantment - Aura
Enchant creature

Enchanted creature has "{T}: This creature deals damage equal to its power to any target."
{1}{R}
Cathartic Pyre
Instant
Choose one --

• Cathartic Pyre deals 3 damage to target creature or planeswalker.

• Discard up to two cards, then draw that many cards.
{1}{W}
Center Soul
Instant
Target creature you control gains protection from the color of your choice until end of turn.

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.)
{2}{W}{W}
Citadel Siege
Enchantment
As Citadel Siege enters the battlefield, choose Khans or Dragons.

• Khans -- At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.

• Dragons -- At the beginning of combat on each opponent's turn, tap target creature that player controls.
{3}
Coalition Relic
Artifact
{T}: Add one mana of any color.

{T}: Put a charge counter on Coalition Relic.

At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}
Commander's Sphere
Artifact
{T}: Add one mana of any color in your commander's color identity.

Sacrifice Commander's Sphere: Draw a card.
{U}
Consider
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Draw a card.
{1}{U}
Contentious Plan
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Draw a card.
{R}
Crash Through
Sorcery
Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)

Draw a card.
{2}{U}
Decoy Gambit
Instant
For each opponent, choose up to one target creature that player controls, then return that creature to its owner's hand unless its controller has you draw a card.
{3}{U}
Deep Analysis
Sorcery
Target player draws two cards.

Flashback--{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}
Disenchant
Instant
Destroy target artifact or enchantment.
{U}
Distortion Strike
Sorcery
Target creature gets +1/+0 until end of turn and can't be blocked this turn.

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.)
{1}{R}
Dreadhorde Arcanist
Creature - Zombie Wizard
Trample

Whenever Dreadhorde Arcanist attacks, you may cast target instant or sorcery card with mana value less than or equal to Dreadhorde Arcanist's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
1 / 3
{W}
Emerge Unscathed
Instant
Target creature you control gains protection from the color of your choice until end of turn.

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.)
{3}{R}
Empty the Warrens
Sorcery
Create two 1/1 red Goblin creature tokens.

Storm (When you cast this spell, copy it for each spell cast before it this turn.)
{R}
End the Festivities
Sorcery
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{U}{R}
Expressive Iteration
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
{W}{U}
Faithful Mending
Instant
You gain 2 life, draw two cards, then discard two cards.

Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{R}
Faithless Looting
Sorcery
Draw two cards, then discard two cards.

Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{R}
Faithless Salvaging
Instant
Discard a card, then draw a card.

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.)
{1}{R}
First Day of Class
Instant
Whenever a creature enters the battlefield under your control this turn, put a +1/+1 counter on it and it gains haste until end of turn.

Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
{1}{R}
Fists of Flame
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn.
{2}{U}
Flux Channeler
Creature - Human Wizard
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
2 / 2
{2}{U}
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
{2}{R}
Furious Rise
Enchantment
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with Furious Rise.
{U}{R}
Galvanic Iteration
Instant
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
--
Glacial Floodplain
Snow Land - Plains Island
({T}: Add {W} or {U}.)

Glacial Floodplain enters the battlefield tapped.
{U}{R}
Goblin Electromancer
Creature - Goblin Wizard
Instant and sorcery spells you cast cost {1} less to cast.
2 / 2
{1}{R}
Harmonic Prodigy
Creature - Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
1 / 3
{3}
Haunted Cloak
Artifact - Equipment
Equipped creature has vigilance, trample, and haste.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{W}
Hedgewitch's Mask
Artifact - Equipment
Equipped creature gets +1/+1.

Equipped creature can't be blocked by creatures with power 4 or greater.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{W}
Hopeful Initiate
Creature - Human Warlock
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)

{2}{W}, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
1 / 2
{2}{W}{U}
Ishai, Ojutai Dragonspeaker
Legendary Creature - Bird Monk
Flying

Whenever an opponent casts a spell, put a +1/+1 counter on Ishai, Ojutai Dragonspeaker.

Partner (You can have two commanders if both have partner.)
1 / 1
{2}
Izzet Signet
Artifact
{1}, {T}: Add {U}{R}.
{3}{U}
Jace's Sanctum
Enchantment
Instant and sorcery spells you cast cost {1} less to cast.

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{1}{U}
Keep Safe
Instant
Counter target spell that targets a permanent you control.

Draw a card.
{1}{R}
Krark, the Thumbless
Legendary Creature - Goblin Wizard
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy.

Partner (You can have two commanders if both have partner.)
2 / 2
{1}{U}
Lazotep Plating
Instant
Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
{2}{R}
Light Up the Stage
Sorcery
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
{2}{R}
Light Up the Stage
Sorcery
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
{3}{R}{W}
Lorehold Command
Instant
Choose two --

• Create a 3/2 red and white Spirit creature token.

• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.

• Lorehold Command deals 3 damage to any target. Target player gains 3 life.

• Sacrifice a permanent, then draw two cards.
{2}{W}
Make a Stand
Instant
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{2}{W}
Mavinda, Students' Advocate
Legendary Creature - Bird Advisor
Flying

{0}: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs {8} more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
2 / 3
{2}{U}
Mentor's Guidance
Sorcery
When you cast this spell, copy it if you control a planeswalker, Cleric, Druid, Shaman, Warlock, or Wizard.

Scry 1, then draw a card.
{U}{U}
Mission Briefing
Instant
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
{3}{U}
Murmuring Mystic
Creature - Human Wizard
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
1 / 5
--
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 Monastery
Land
Mystic Monastery enters the battlefield tapped.

{T}: Add {U}, {R}, or {W}.
{3}{U}
Mystic Retrieval
Sorcery
Return target instant or sorcery card from your graveyard to your hand.

Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{U}
Ominous Roost
Enchantment
When Ominous Roost enters the battlefield or whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This creature can block only creatures with flying."
{X}{U}{U}
Open into Wonder
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
{1}{W}
Open the Armory
Sorcery
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
{U}
Otherworldly Gaze
Instant
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{U}
Patrician Geist
Creature - Spirit Knight
Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost {1} less to cast.
2 / 2
{2}{U}
Pieces of the Puzzle
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
{U}
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{X}{W}
Prismatic Ending
Sorcery
Converge -- Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
{3}{R}
Pyroceratops
Creature - Elemental Dinosaur
Trample

Whenever you cast a noncreature spell, put a +1/+1 counter on Pyroceratops.
2 / 3
{1}{U}
Quiet Speculation
Sorcery
Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles.
{1}{U}
Reality Ripple
Instant
Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
{1}{R}
Recoup
Sorcery
Target sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (Mana cost includes color.)

Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{3}
Replicating Ring
Snow Artifact
{T}: Add one mana of any color.

At the beginning of your upkeep, put a night counter on Replicating Ring. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with "{T}: Add one mana of any color."
{1}{U}
Resculpt
Instant
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
{2}{W}{W}
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
{3}{U}{U}
River Kelpie
Creature - Beast
Whenever River Kelpie or another permanent enters the battlefield from a graveyard, draw a card.

Whenever a player casts a spell from a graveyard, draw a card.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
3 / 3
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{5}{U}{U}
Sage of the Beyond
Creature - Spirit Giant
Flying

Spells you cast from anywhere other than your hand cost {2} less to cast.

Foretell {4}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
5 / 5
{2}{U}{ // }{3}{U}
Said // Done
Sorcery // Instant
Return target instant or sorcery card from your graveyard to your hand.



Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
{2}{U}
Secrets of the Dead
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
{1}{U}
See the Truth
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
{3}{U}
Serpentine Curve
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is one plus the total number of instant and sorcery cards you own in exile and in your graveyard.
{U}
Serum Visions
Sorcery
Draw a card. Scry 2.
{2}{U}{R}{W}
Sevinne, the Chronoclasm
Legendary Creature - Human Wizard
Prevent all damage that would be dealt to Sevinne, the Chronoclasm.

Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.
2 / 2
{U}
Shadow Rift
Instant
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Draw a card.
{1}{W}
Shelter
Instant
Target creature you control gains protection from the color of your choice until end of turn.

Draw a card.
{1}{U}
Shimmer of Possibility
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
{1}{W}
Show of Confidence
Instant
When you cast this spell, copy it for each other instant and sorcery spell you've cast this turn. You may choose new targets for the copies.

Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
{2}{R}{W}
Showdown of the Skalds
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I -- Exile the top four cards of your library. Until the end of your next turn, you may play those cards.

II, III -- Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
{3}{W}{W}
Slash the Ranks
Sorcery
Destroy all creatures and planeswalkers except for commanders.
{U}
Slip Through Space
Sorcery
Devoid (This card has no color.)

Target creature can't be blocked this turn.

Draw a card.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{2}{U}
Soul Barrier
Enchantment
Whenever an opponent casts a creature spell, Soul Barrier deals 2 damage to that player unless they pay {2}.
{2}{R}
Soul's Fire
Instant
Target creature you control deals damage equal to its power to any target.
{U}{R}
Sprite Dragon
Creature - Faerie Dragon
Flying, haste

Whenever you cast a noncreature spell, put a +1/+1 counter on Sprite Dragon.
1 / 1
{W}{U}
Staggering Insight
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."
{2}{U}
Stealth Mission
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
{4}{U}{U}
Stolen Identity
Sorcery
Create a token that's a copy of target artifact or creature.

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.)
{R}
Strike It Rich
Sorcery
Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{3}{W}{W}
Sunscorch Regent
Creature - Dragon
Flying

Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life.
4 / 3
{2}{U}
Supreme Will
Instant
Choose one --

• Counter target spell unless its controller pays {3}.

• Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
{2}
Surestrike Trident
Artifact - Equipment
Equipped creature has first strike and "{T}, Unattach Surestrike Trident: This creature deals damage equal to its power to target player or planeswalker."

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
{2}{W}
Survival Cache
Sorcery
You gain 2 life. Then if you have more life than an opponent, draw a card.

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.)
{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}
--
Swiftwater Cliffs
Land
Swiftwater Cliffs enters the battlefield tapped.

When Swiftwater Cliffs enters the battlefield, you gain 1 life.

{T}: Add {U} or {R}.
{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
--
Terramorphic Expanse
Land
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{3}{U/P}
Tezzeret's Gambit
Sorcery
({U/P} can be paid with either {U} or 2 life.)

Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
{3}
The Celestus
Legendary Artifact
If it's neither day nor night, it becomes day as The Celestus enters the battlefield.

{T}: Add one mana of any color.

{3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.

Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
{2}{U}
Thirst for Discovery
Instant
Draw three cards. Then discard two cards unless you discard a basic land card.
--
Thriving Bluff
Land
Thriving Bluff enters the battlefield tapped.

As Thriving Bluff enters the battlefield, choose a color other than red.

{T}: Add {R} or one mana of the chosen color.
--
Thriving Heath
Land
Thriving Heath enters the battlefield tapped.

As Thriving Heath enters the battlefield, choose a color other than white.

{T}: Add {W} or one mana of the chosen color.
--
Tranquil Cove
Land
Tranquil Cove enters the battlefield tapped.

When Tranquil Cove enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
{U}
Turn Aside
Instant
Counter target spell that targets a permanent you control.
{2}{W}
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.

Addendum -- If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
{2}{U}
Uvilda, Dean of Perfection
Legendary Creature - Djinn Wizard
{T}: You may exile an instant or sorcery card from your hand and put three hone counters on it. It gains "At the beginning of your upkeep, if this card is exiled, remove a hone counter from it" and "When the last hone counter is removed from this card, if it's exiled, you may cast it. It costs {4} less to cast this way."
2 / 2
--
Nassari, Dean of Expression
Legendary Creature - Efreet Shaman

At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.

Whenever you cast a spell from exile, put a +1/+1 counter on Nassari, Dean of Expression.
2 / 2
{1}{U}{R}
Vadrik, Astral Archmage
Legendary Creature - Human Wizard
If it's neither day nor night, it becomes day as Vadrik, Astral Archmage enters the battlefield.

Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power.

Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
1 / 2
{1}{W}
Valorous Stance
Instant
Choose one --

• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

• Destroy target creature with toughness 4 or greater.
{U}
Vanishing
Enchantment - Aura
Enchant creature

{U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
{1}{W}{U}
Vega, the Watcher
Legendary Creature - Bird Spirit
Flying

Whenever you cast a spell from anywhere other than your hand, draw a card.
2 / 2
{2}{U}
Vodalian Illusionist
Creature - Merfolk Wizard
{U}{U}, {T}: Target creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
2 / 2
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Volatile Fjord
Snow Land - Island Mountain
({T}: Add {U} or {R}.)

Volatile Fjord enters the battlefield tapped.
{5}
Wandering Archaic
Creature - Avatar
Whenever an opponent casts an instant or sorcery spell, they may pay {2}. If they don't, you may copy that spell. You may choose new targets for the copy.
4 / 4
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Explore the Vastlands
Sorcery

Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
4 / 4
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Wind-Scarred Crag
Land
Wind-Scarred Crag enters the battlefield tapped.

When Wind-Scarred Crag enters the battlefield, you gain 1 life.

{T}: Add {R} or {W}.
{2}{U}
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
{5}{U}{U}
Wizard's Spellbook
Artifact
{T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.

1--9 | Copy that card. You may cast the copy.

10--19 | Copy that card. You may cast the copy by paying {1} rather than paying its mana cost.

20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
{1}{R}
Young Pyromancer
Creature - Human Shaman
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
2 / 1