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Select Main Deck Cards

{3}{U}
Aarakocra Sneak
Creature - Bird Rogue
Flying

When Aarakocra Sneak enters the battlefield, you take the initiative.
1 / 4
{U}
Aegis Turtle
Creature - Turtle
0 / 5
{2}
Arcane Signet
Artifact
{T}: Add one mana of any color in your commander's color identity.
{1}{W}{W}{W}
Archangel of Tithes
Creature - Angel
Flying

As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.

As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
3 / 5
{3}{W}{U}
Azorius Knight-Arbiter
Creature - Human Knight
Vigilance

Azorius Knight-Arbiter can't be blocked.
2 / 5
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
{2}{U}{U}
Coastal Piracy
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{1}{W}
Delver's Torch
Artifact - Equipment
Equipped creature gets +1/+1.

Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
--
Deserted Beach
Land
Deserted Beach enters the battlefield tapped unless you control two or more other lands.

{T}: Add {W} or {U}.
{1}{U}
Dragon's Eye Savants
Creature - Human Wizard
Morph--Reveal a blue card in your hand. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Dragon's Eye Savants is turned face up, look at target opponent's hand.
0 / 6
{1}{U}
Dream Stalker
Creature - Illusion
When Dream Stalker enters the battlefield, return a permanent you control to its owner's hand.
1 / 5
{1}{U}
Dungeon Delver
Legendary Enchantment - Background
Commander creatures you own have "Room abilities of dungeons you own trigger an additional time."
--
Dungeon Descent
Land
Dungeon Descent enters the battlefield tapped.

{T}: Add {C}.

{4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
{3}
Dungeon Map
Artifact
{T}: Add {C}.

{3}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
{3}
Dungeoneer's Pack
Artifact
Dungeoneer's Pack enters the battlefield tapped.

{2}, {T}, Sacrifice Dungeoneer's Pack: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
{2}{W}{W}{ // }{3}{W}{W}
Dusk // Dawn
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Return all creature cards with power 2 or less from your graveyard to your hand.
{2}
Fellwar Stone
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
{4}{U}
Feywild Caretaker
Creature - Orc Wizard
When Feywild Caretaker enters the battlefield, you take the initiative.

At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
3 / 4
{2}{W}
Flaming Fist
Legendary Enchantment - Background
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
--
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.
{U}
Fly
Enchantment - Aura
Enchant creature

Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
{1}{W}
Fortified Rampart
Creature - Wall
Defender
0 / 6
{2}{W}
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
{1}{W}
Giant Ox
Creature - Ox
Giant Ox crews Vehicles using its toughness rather than its power.
0 / 6
--
Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{2}{U}{U}
God-Eternal Kefnet
Legendary Creature - Zombie God
Flying

You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, copy that card and you may cast the copy. That copy costs {2} less to cast.

When God-Eternal Kefnet dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
4 / 5
{4}{W}
Goliath Paladin
Creature - Giant Knight
Vigilance

When Goliath Paladin enters the battlefield, you take the initiative.
3 / 6
{4}{W}
Guardian Lions
Creature - Cat
Vigilance (Attacking doesn't cause this creature to tap.)
1 / 6
--
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.
{3}{W}
Heliod, God of the Sun
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)

Other creatures you control have vigilance.

{2}{W}{W}: Create a 2/1 white Cleric enchantment creature token.
5 / 6
--
Hengegate Pathway
Land
{T}: Add {W}.
--
Mistgate Pathway
Land

{T}: Add {U}.
{1}{W}
Hero's Resolve
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+5.
{1}{W}{U}
High Alert
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

Creatures you control can attack as though they didn't have defender.

{2}{W}{U}: Untap target creature.
{2}{W}{W}
Indomitable Ancients
Creature - Treefolk Warrior
2 / 10
--
Irrigated Farmland
Land - Plains Island
({T}: Add {W} or {U}.)

Irrigated Farmland enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{3}{W}
Kami of Old Stone
Creature - Spirit
1 / 7
{3}{W}
Looming Altisaur
Creature - Dinosaur
1 / 7
{2}{W}
Loxodon Wayfarer
Creature - Elephant Monk
1 / 5
{2}{W}{U}
Midnight Pathlighter
Creature - Human Wizard
Creatures you control can't be blocked except by legendary creatures.

Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
2 / 3
{2}
Mind Stone
Artifact
{T}: Add {C}.

{1}, {T}, Sacrifice Mind Stone: Draw a card.
{3}{U}
Mistford River Turtle
Creature - Turtle
Whenever Mistford River Turtle attacks, another target attacking non-Human creature can't be blocked this turn.
1 / 5
--
Mystic Gate
Land
{T}: Add {C}.

{W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.
--
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.
{1}{W}
Nyx-Fleece Ram
Enchantment Creature - Sheep
At the beginning of your upkeep, you gain 1 life.
0 / 5
--
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}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters tapped unless you control two or more basic lands.
--
Prismatic Vista
Land
{T}, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle.
{5}{W}
Radiant Solar
Creature - Angel
Flying, lifelink

Whenever Radiant Solar or another nontoken creature enters the battlefield under your control, venture into the dungeon. (Enter the first room or advance to the next room.)

{W}, Discard Radiant Solar: Venture into the dungeon and you gain 3 life.
3 / 6
{2}{W}
Rasaad yn Bashir
Legendary Creature - Human Monk
Each creature you control assigns combat damage equal to its toughness rather than its power.

Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.

Choose a Background (You can have a Background as a second commander.)
0 / 3
{W}
Reconnaissance
Enchantment
{0}: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
{2}{U}{U}
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.

Cycling {2} ({2}, Discard this card: Draw a card.)
{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}
{1}{W}
Rolling Stones
Enchantment
Wall creatures can attack as though they didn't have defender.
{4}
Sarevok's Tome
Artifact
When Sarevok's Tome enters the battlefield, you take the initiative.

{T}: Add {C}. If you have the initiative, add {C}{C} instead.

{3}, {T}: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
--
Sea of Clouds
Land
Sea of Clouds enters the battlefield tapped unless you have two or more opponents.

{T}: Add {W} or {U}.
{3}{W}
Seasoned Dungeoneer
Creature - Human Warrior
When Seasoned Dungeoneer enters the battlefield, you take the initiative.

Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
3 / 4
{U}
Secret Door
Artifact Creature - Wall
Defender

{4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
0 / 4
{1}{W}{W}
Slaughter the Strong
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
--
Sol Talisman
Artifact
Suspend 3--{1} (Rather than cast this card from your hand, pay {1} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)

{T}: Add {C}{C}.
{4}{W}
Spectral Gateguards
Creature - Spirit Soldier
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.
2 / 5
{5}
Staunch Throneguard
Artifact Creature - Construct
Vigilance

When Staunch Throneguard enters the battlefield, you become the monarch.
2 / 5
{2}{W}
Stoneskin
Enchantment - Aura
Flash

Enchant creature

Enchanted creature gets +0/+10.
{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
{2}
Talisman of Progress
Artifact
{T}: Add {C}.

{T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.
{1}{U}
Tetsuko Umezawa, Fugitive
Legendary Creature - Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
1 / 3
{3}{W}{U}
The Council of Four
Legendary Creature - Human Noble
Whenever a player draws their second card during their turn, you draw a card.

Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
0 / 8
{2}{W}
Thorough Investigation
Enchantment
Whenever you attack, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")

Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
{5}{U}
Tomb of Horrors Adventurer
Creature - Elf Monk
When Tomb of Horrors Adventurer enters the battlefield, you take the initiative.

Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
4 / 4
{3}{W}
Tormented Angel
Creature - Angel
Flying
1 / 5
--
Tundra
Land - Plains Island
({T}: Add {W} or {U}.)
{4}{W}
Undercellar Sweep
Enchantment
When Undercellar Sweep enters the battlefield, you take the initiative.

Whenever you attack, if you or a player you're attacking has the initiative, you create two 1/1 white Soldier creature tokens that are tapped and attacking.
{1}{W}{U}
Wall of Denial
Creature - Wall
Defender, flying

Shroud (This creature can't be the target of spells or abilities.)
0 / 8
{3}
Weathered Sentinels
Artifact Creature - Wall
Defender, vigilance, reach, trample

Weathered Sentinels can attack players who attacked you during their last turn as though it didn't have defender.

Whenever Weathered Sentinels attacks, it gets +3/+3 and gains indestructible until end of turn.
2 / 5
{2}{W}
White Plume Adventurer
Creature - Orc Cleric
When White Plume Adventurer enters the battlefield, you take the initiative.

At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
3 / 3
{2}{W}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.
{1}{U}
Yuan-Ti Malison
Creature - Snake Rogue
Yuan-Ti Malison can't be blocked as long as it's attacking alone.

Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
2 / 1