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Select Main Deck Cards

{W}{W}
Armored Warhorse
Creature - Horse
2 / 3
{W}{W}
Armored Warhorse
Creature - Horse
2 / 3
{W}{W}
Armored Warhorse
Creature - Horse
2 / 3
{1}{W}
Call to Serve
Enchantment - Aura
Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
{2}{W}
Celestial Unicorn
Creature - Unicorn
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
3 / 2
{2}{W}
Celestial Unicorn
Creature - Unicorn
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
3 / 2
{4}
Chrome Steed
Artifact Creature - Horse
Metalcraft -- Chrome Steed gets +2/+2 as long as you control three or more artifacts.
2 / 2
{4}
Chrome Steed
Artifact Creature - Horse
Metalcraft -- Chrome Steed gets +2/+2 as long as you control three or more artifacts.
2 / 2
{4}
Chrome Steed
Artifact Creature - Horse
Metalcraft -- Chrome Steed gets +2/+2 as long as you control three or more artifacts.
2 / 2
{3}{W}{W}
Crested Sunmare
Creature - Horse
Other Horses you control have indestructible.

At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
5 / 5
{3}{W}{W}
Crested Sunmare
Creature - Horse
Other Horses you control have indestructible.

At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
5 / 5
{3}{W}{W}
Crested Sunmare
Creature - Horse
Other Horses you control have indestructible.

At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
5 / 5
{2}{W}{W}
Depopulate
Sorcery
Each player who controls a multicolored creature draws a card. Then destroy all creatures.
{2}
Diamond Mare
Artifact Creature - Horse
As Diamond Mare enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, you gain 1 life.
1 / 3
{2}
Diamond Mare
Artifact Creature - Horse
As Diamond Mare enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, you gain 1 life.
1 / 3
{2}
Diamond Mare
Artifact Creature - Horse
As Diamond Mare enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, you gain 1 life.
1 / 3
{2}
Diamond Mare
Artifact Creature - Horse
As Diamond Mare enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, you gain 1 life.
1 / 3
{1}{W}
Divine Arrow
Instant
Divine Arrow deals 4 damage to target attacking or blocking creature.
{3}{W}
Divine Congregation
Sorcery
You gain 2 life for each creature target player controls.

Suspend 5--{1}{W} (Rather than cast this card from your hand, you may pay {1}{W} and exile it with five 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.)
{2}{W}
Knockout Blow
Instant
This spell costs {2} less to cast if it targets a red creature.

Knockout Blow deals 4 damage to target attacking or blocking creature and you gain 2 life.
{4}{W}
Majestic Auricorn
Creature - Unicorn
Mutate {3}{W} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Vigilance

Whenever this creature mutates, you gain 4 life.
4 / 4
{2}{W}
Narrow Escape
Instant
Return target permanent you control to its owner's hand. You gain 4 life.
{2}{W}
Narrow Escape
Instant
Return target permanent you control to its owner's hand. You gain 4 life.
{1}{W}
Nimbus Wings
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2 and has flying.
{W}
Oust
Sorcery
Put target creature into its owner's library second from the top. Its controller gains 3 life.
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Plains // Plains
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{1}{W}
Ronom Unicorn
Creature - Unicorn
Sacrifice Ronom Unicorn: Destroy target enchantment.
2 / 2
{1}{W}
Ronom Unicorn
Creature - Unicorn
Sacrifice Ronom Unicorn: Destroy target enchantment.
2 / 2
{1}{W}{W}
Shield Mare
Creature - Horse
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2 / 3
{1}{W}{W}
Shield Mare
Creature - Horse
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2 / 3
{1}{W}{W}
Shield Mare
Creature - Horse
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2 / 3
{1}{W}{W}
Shield Mare
Creature - Horse
Shield Mare can't be blocked by red creatures.

When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
2 / 3
{1}{W}
Spirit Loop
Enchantment - Aura
Enchant creature you control

Whenever enchanted creature deals damage, you gain that much life.

When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.
{1}{W}
Sungrace Pegasus
Creature - Pegasus
Flying (This creature can't be blocked except by creatures with flying or reach.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)
1 / 2
{1}{W}
Sungrace Pegasus
Creature - Pegasus
Flying (This creature can't be blocked except by creatures with flying or reach.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)
1 / 2
{2}{W}
Trusted Pegasus
Creature - Pegasus
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.
2 / 2
{2}{W}
Trusted Pegasus
Creature - Pegasus
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.
2 / 2
{2}{W}
Trusted Pegasus
Creature - Pegasus
Flying (This creature can't be blocked except by creatures with flying or reach.)

Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.
2 / 2