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

{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.
--
Adarkar Wastes
Land
{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
{1}{W}
All That Glitters
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
{4}{G}{W}
Almost Perfect
Enchantment - Aura
Enchant creature

Enchanted creature has base power and toughness 9/10 and has indestructible.
--
Ancient Tomb
Land
{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.
{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.
{6}
Argentum Armor
Artifact - Equipment
Equipped creature gets +6/+6.

Whenever equipped creature attacks, destroy target permanent.

Equip {6}
{2}{U}{U}
Auramancer's Guise
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
--
Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.

When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.

{T}: Add {W}{U}.
{2}{G}
Bala Ged Recovery
Sorcery
Return target card from your graveyard to your hand.
--
Bala Ged Sanctuary
Land

Bala Ged Sanctuary enters the battlefield tapped.

{T}: Add {G}.
{1}
Basilisk Collar
Artifact - Equipment
Equipped creature has deathtouch and lifelink.

Equip {2}
{1}{G}{W}
Behemoth Sledge
Artifact - Equipment
Equipped creature gets +2/+2 and has trample and lifelink.

Equip {3}
{2}
Blackblade Reforged
Legendary Artifact - Equipment
Equipped creature gets +1/+1 for each land you control.

Equip legendary creature {3}

Equip {7}
--
Boseiju, Who Endures
Legendary Land
{T}: Add {G}.

Channel -- {1}{G}, Discard Boseiju, Who Endures: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.
--
Bountiful Promenade
Land
Bountiful Promenade enters the battlefield tapped unless you have two or more opponents.

{T}: Add {G} or {W}.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{G}{W}{U}
Brokers Charm
Instant
Choose one --

• Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature or planeswalker an opponent controls.

• Destroy target enchantment.

• Draw two cards.
{U}
Combat Research
Enchantment - Aura
Enchant creature

Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."

As long as enchanted creature is legendary, it gets +1/+1 and has ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{U}
Crab Umbra
Enchantment - Aura
Enchant creature

{2}{U}: Untap enchanted creature.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
{2}{U}
Curse of Verbosity
Enchantment - Aura Curse
Enchant player

Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
{1}{U}
Cyclonic Rift
Instant
Return target nonland permanent you don't control to its owner's hand.

Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost {1} less to cast.
2 / 2
{1}{W}
Darksteel Mutation
Enchantment - Aura
Enchant creature

Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
{3}{U}
Deadeye Quartermaster
Creature - Human Pirate
When Deadeye Quartermaster enters the battlefield, you may search your library for an Equipment or Vehicle card, reveal it, put it into your hand, then shuffle.
2 / 2
--
Deserted Beach
Land
Deserted Beach enters the battlefield tapped unless you control two or more other lands.

{T}: Add {W} or {U}.
{4}{U}
Drake Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3 and has flying.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
--
Dreamroot Cascade
Land
Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands.

{T}: Add {G} or {U}.
--
Eiganjo, Seat of the Empire
Legendary Land
{T}: Add {W}.

Channel -- {2}{W}, Discard Eiganjo, Seat of the Empire: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.
{8}
Eldrazi Conscription
Tribal Enchantment - Eldrazi Aura
Enchant creature

Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.)
{W}
Esper Sentinel
Artifact Creature - Human Soldier
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.
1 / 1
{1}
Explorer's Scope
Artifact - Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{2}{U}
Fabricate
Sorcery
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
{1}{G}
Fertile Ground
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
{2}{U}
Fierce Guardianship
Instant
If you control a commander, you may cast this spell without paying its mana cost.

Counter target noncreature spell.
--
Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{G}{W}{U}
Galea, Kindler of Hope
Legendary Creature - Elf Knight
Vigilance

You may look at the top card of your library any time.

You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters the battlefield, attach it to target creature you control."
4 / 4
{W}
Gryff's Boon
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+0 and has flying.

{3}{W}: Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
--
Hall of Heliod's Generosity
Legendary Land
{T}: Add {C}.

{1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{4}
Hammer of Nazahn
Legendary Artifact - Equipment
Whenever Hammer of Nazahn or another Equipment enters the battlefield under your control, you may attach that Equipment to target creature you control.

Equipped creature gets +2/+0 and has indestructible.

Equip {4}
--
Hengegate Pathway
Land
{T}: Add {W}.
--
Mistgate Pathway
Land

{T}: Add {U}.
{2}
Hero's Heirloom
Artifact - Equipment
Equipped creature gets +2/+1.

As long as equipped creature is legendary, it has trample and haste.

Equip {2}
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{2}{W}
Holy Avenger
Artifact - Equipment
Equipped creature has double strike.

Whenever equipped creature deals combat damage, you may put an Aura card from your hand onto the battlefield attached to it.

Equip {2}{W}
{1}{W}
Idolized
Enchantment - Aura
Enchant creature

Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
{2}{W}
Idyllic Tutor
Sorcery
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
{2}{U}
Imprisoned in the Moon
Enchantment - Aura
Enchant creature, land, or planeswalker

Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{G}
Kenrith's Transformation
Enchantment - Aura
Enchant creature

When Kenrith's Transformation enters the battlefield, draw a card.

Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
{3}{G}
Leyline Immersion
Enchantment - Aura
Enchant legendary creature

Enchanted creature has ward {2} and "{T}: Add five mana in any combination of colors. Spend this mana only to cast spells."
{1}
Lost Jitte
Legendary Artifact - Equipment
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.

Remove a charge counter from Lost Jitte: Choose one --

• Untap target land.

• Target creature can't block this turn.

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

Equip {1}
{3}{W}{W}
Mantle of the Ancients
Enchantment - Aura
Enchant creature you control

When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.

Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
{1}
Masterwork of Ingenuity
Artifact - Equipment
You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield.
--
Misty Rainforest
Land
{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
--
Mystic Gate
Land
{T}: Add {C}.

{W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.
{1}{G}
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
--
Nimbus Maze
Land
{T}: Add {C}.

{T}: Add {W}. Activate only if you control an Island.

{T}: Add {U}. Activate only if you control a Plains.
--
Overgrown Farmland
Land
Overgrown Farmland enters the battlefield tapped unless you control two or more other lands.

{T}: Add {G} or {W}.
{1}
Pip-Boy 3000
Artifact - Equipment
Whenever equipped creature attacks, choose one --

• Sort Inventory -- Draw a card, then discard a card.

• Pick a Perk -- Put a +1/+1 counter on that creature.

• Check Map -- Untap up to two target lands.

Equip {2}
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plaza of Heroes
Land
{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.

{T}: Add one mana of any color among legendary permanents you control.

{3}, {T}, Exile Plaza of Heroes: Target legendary creature gains hexproof and indestructible until end of turn.
{1}{G}
Power Fist
Artifact - Equipment
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."

Equip {2}
{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.
--
Reflecting Pool
Land
{T}: Add one mana of any type that a land you control could produce.
--
Rejuvenating Springs
Land
Rejuvenating Springs enters the battlefield tapped unless you have two or more opponents.

{T}: Add {G} or {U}.
{2}{U}
Rhystic Study
Enchantment
Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.
{1}{W}
Robe of Stars
Artifact - Equipment
Equipped creature gets +0/+3.

Astral Projection -- {1}{W}: Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)

Equip {1}
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{3}{W}
Sage's Reverie
Enchantment - Aura
Enchant creature

When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature.

Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
--
Sea of Clouds
Land
Sea of Clouds enters the battlefield tapped unless you have two or more opponents.

{T}: Add {W} or {U}.
{2}{G/U}
Shielding Plax
Enchantment - Aura
({G/U} can be paid with either {G} or {U}.)

Enchant creature

When Shielding Plax enters the battlefield, draw a card.

Enchanted creature can't be the target of spells or abilities your opponents control.
{4}
Silent Arbiter
Artifact Creature - Construct
No more than one creature can attack each combat.

No more than one creature can block each combat.
1 / 5
--
Skycloud Expanse
Land
{1}, {T}: Add {W}{U}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{3}{W}
Songbirds' Blessing
Enchantment - Aura
Enchant creature

Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
--
Spara's Headquarters
Land - Forest Plains Island
({T}: Add {G}, {W}, or {U}.)

Spara's Headquarters enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
{1}{W}
Sram, Senior Edificer
Legendary Creature - Dwarf Advisor
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
2 / 2
{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.
{1}{W}
Stoneforge Mystic
Creature - Kor Artificer
When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
1 / 2
{4}{G}{W}{U}
Storvald, Frost Giant Jarl
Legendary Creature - Giant
Ward {3}

Other creatures you control have ward {3}.

Whenever Storvald enters the battlefield or attacks, choose one or both --

• Target creature has base power and toughness 7/7 until end of turn.

• Target creature has base power and toughness 1/1 until end of turn.
7 / 7
{2}{G}
Strong Back
Enchantment - Aura
Enchant creature

Equip abilities you activate that target enchanted creature cost {3} less to activate.

Aura spells you cast that target enchanted creature cost {3} less to cast.

Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
{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}
{3}
Sword of Vengeance
Artifact - Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.

Equip {3}
{2}{G}
Tanglespan Lookout
Creature - Satyr
Whenever an Aura enters the battlefield under your control, draw a card.
2 / 3
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{2}
Thran Power Suit
Artifact - Equipment
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward {2}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{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}
--
Urza's Saga
Enchantment Land - Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I -- Urza's Saga gains "{T}: Add {C}."

II -- Urza's Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This creature gets +1/+1 for each artifact you control.'"

III -- Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.
{2}{U}{U}
Urza, Lord High Artificer
Legendary Creature - Human Artificer
When Urza, Lord High Artificer enters the battlefield, create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control."

Tap an untapped artifact you control: Add {U}.

{5}: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
1 / 4
{3}
Whispersilk Cloak
Artifact - Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)

Equip {2}
{G}
Wild Growth
Enchantment - Aura
Enchant land

Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
{3}{W}{W}
Winds of Rath
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
--
Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
{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}

--
Construct
Token Artifact Creature - Construct
Colorless

This creature gets +1/+1 for each artifact you control.
0 / 0