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Select Main Deck Cards

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Ancient Ziggurat
Land
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
--
Ancient Ziggurat
Land
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
--
Ancient Ziggurat
Land
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
--
Ancient Ziggurat
Land
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
{4}
Buzzing Whack-a-Doodle
Artifact
As Buzzing Whack-a-Doodle enters the battlefield, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, Buzzing Whack-a-Doodle has that ability. Otherwise, it has Buzz.

• Whack -- {T}: Target player loses 2 life.

• Doodle -- {T}: You gain 3 life.

• Buzz -- {2}, {T}: Draw a card.
{4}
Buzzing Whack-a-Doodle
Artifact
As Buzzing Whack-a-Doodle enters the battlefield, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, Buzzing Whack-a-Doodle has that ability. Otherwise, it has Buzz.

• Whack -- {T}: Target player loses 2 life.

• Doodle -- {T}: You gain 3 life.

• Buzz -- {2}, {T}: Draw a card.
{4}
Buzzing Whack-a-Doodle
Artifact
As Buzzing Whack-a-Doodle enters the battlefield, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, Buzzing Whack-a-Doodle has that ability. Otherwise, it has Buzz.

• Whack -- {T}: Target player loses 2 life.

• Doodle -- {T}: You gain 3 life.

• Buzz -- {2}, {T}: Draw a card.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
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Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{2}{R}
Goblin Cruciverbalist
Creature - Goblin Wizard Guest
Haste

When Goblin Cruciverbalist enters the battlefield, create a colorless artifact token named your choice of A, E, I, O, or U.

Whenever Goblin Cruciverbalist attacks, using the first letters of names of permanents you control, spell a word you haven't spelled this game. It gets +1/+0 until end of turn for each letter in that word.
1 / 4
{2}{R}
Goblin Cruciverbalist
Creature - Goblin Wizard Guest
Haste

When Goblin Cruciverbalist enters the battlefield, create a colorless artifact token named your choice of A, E, I, O, or U.

Whenever Goblin Cruciverbalist attacks, using the first letters of names of permanents you control, spell a word you haven't spelled this game. It gets +1/+0 until end of turn for each letter in that word.
1 / 4
{B}
Hangman
Creature - Human Villain
As Hangman enters the battlefield, secretly note a word with six to eight letters.

{1}: Target player who doesn't control Hangman guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on Hangman. Any player may activate this ability.

When a player guesses the noted word or all of its letters, sacrifice Hangman.
1 / 1
{B}
Hangman
Creature - Human Villain
As Hangman enters the battlefield, secretly note a word with six to eight letters.

{1}: Target player who doesn't control Hangman guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on Hangman. Any player may activate this ability.

When a player guesses the noted word or all of its letters, sacrifice Hangman.
1 / 1
{1}{G}
Ineffable Blessing
Enchantment
As Ineffable Blessing enters the battlefield, choose a number.

Whenever a creature with exactly the chosen number of words in its name enters the battlefield under your control, draw a card. (Hyphenated words are one word.)
{1}{G}
Ineffable Blessing
Enchantment
As Ineffable Blessing enters the battlefield, choose a number.

Whenever a creature with exactly the chosen number of words in its name enters the battlefield under your control, draw a card. (Hyphenated words are one word.)
{1}{G}
Ineffable Blessing
Enchantment
As Ineffable Blessing enters the battlefield, choose a number.

Whenever a creature with exactly the chosen number of words in its name enters the battlefield under your control, draw a card. (Hyphenated words are one word.)
{5}{R}
It That Gets Left Hanging
Creature - Elemental Horror
When It That Gets Left Hanging enters the battlefield, ask a person outside the game to high-five you. If they won't, It That Gets Left Hanging gains haste until end of turn.
5 / 4
--
Jetmir's Garden
Land - Mountain Forest Plains
({T}: Add {R}, {G}, or {W}.)

Jetmir's Garden enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Jetmir's Garden
Land - Mountain Forest Plains
({T}: Add {R}, {G}, or {W}.)

Jetmir's Garden enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Jetmir's Garden
Land - Mountain Forest Plains
({T}: Add {R}, {G}, or {W}.)

Jetmir's Garden enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Jetmir's Garden
Land - Mountain Forest Plains
({T}: Add {R}, {G}, or {W}.)

Jetmir's Garden enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
{U}{U}
Kami of the Crescent Moon
Legendary Creature - Spirit
At the beginning of each player's draw step, that player draws an additional card.
1 / 3
{W}{W}
Knight of the Kitchen Sink
Artifact Creature - Cyborg Knight
First strike, protection from two-word names (Nothing with exactly two words in its name can block, target, deal damage to, or attach to this creature. Hyphenated words are one word.)
2 / 2
{W}{W}
Knight of the Kitchen Sink
Artifact Creature - Cyborg Knight
First strike, protection from two-word names (Nothing with exactly two words in its name can block, target, deal damage to, or attach to this creature. Hyphenated words are one word.)
2 / 2
{W}{W}
Knight of the Kitchen Sink
Artifact Creature - Cyborg Knight
First strike, protection from two-word names (Nothing with exactly two words in its name can block, target, deal damage to, or attach to this creature. Hyphenated words are one word.)
2 / 2
{W}{W}
Knight of the Kitchen Sink
Artifact Creature - Cyborg Knight
First strike, protection from two-word names (Nothing with exactly two words in its name can block, target, deal damage to, or attach to this creature. Hyphenated words are one word.)
2 / 2
{U}
Loose Lips
Enchantment - Aura
Enchant creature

As Loose Lips enters the battlefield, choose a sentence with eight or fewer words.

Enchanted creature has flying.

Whenever enchanted creature deals damage to an opponent, that player may say the chosen sentence. If they don't, you draw two cards.
{U}
Loose Lips
Enchantment - Aura
Enchant creature

As Loose Lips enters the battlefield, choose a sentence with eight or fewer words.

Enchanted creature has flying.

Whenever enchanted creature deals damage to an opponent, that player may say the chosen sentence. If they don't, you draw two cards.
{U}
Loose Lips
Enchantment - Aura
Enchant creature

As Loose Lips enters the battlefield, choose a sentence with eight or fewer words.

Enchanted creature has flying.

Whenever enchanted creature deals damage to an opponent, that player may say the chosen sentence. If they don't, you draw two cards.
{U}
Loose Lips
Enchantment - Aura
Enchant creature

As Loose Lips enters the battlefield, choose a sentence with eight or fewer words.

Enchanted creature has flying.

Whenever enchanted creature deals damage to an opponent, that player may say the chosen sentence. If they don't, you draw two cards.
{U}
Merfolk of the Pearl Trident
Creature - Merfolk
1 / 1
{U}
Merfolk of the Pearl Trident
Creature - Merfolk
1 / 1
{U}
Merfolk of the Pearl Trident
Creature - Merfolk
1 / 1
{U}
Merfolk of the Pearl Trident
Creature - Merfolk
1 / 1
{3}{G}
Monkey Monkey Monkey
Creature - Monkey
As Monkey Monkey Monkey enters the battlefield, choose a letter.

Monkey Monkey Monkey gets +1/+1 for each nonland permanent whose name begins with the chosen letter.
1 / 1
{1}{U}{U}
Now I Know My ABC's
Enchantment
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
{1}{U}{U}
Now I Know My ABC's
Enchantment
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
{1}{U}{U}
Now I Know My ABC's
Enchantment
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
{1}{G}{G}
Our Market Research Shows That Players Like Really Long Card Names ...
Creature - Elemental
Art rampage 2 (Whenever this creature becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.)
2 / 2
{1}{G}{G}
Our Market Research Shows That Players Like Really Long Card Names ...
Creature - Elemental
Art rampage 2 (Whenever this creature becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.)
2 / 2
{1}{G}{G}
Our Market Research Shows That Players Like Really Long Card Names ...
Creature - Elemental
Art rampage 2 (Whenever this creature becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.)
2 / 2
{1}{G}{G}
Our Market Research Shows That Players Like Really Long Card Names ...
Creature - Elemental
Art rampage 2 (Whenever this creature becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.)
2 / 2
--
Quandrix Campus
Land
Quandrix Campus enters the battlefield tapped.

{T}: Add {G} or {U}.

{4}, {T}: Scry 1.
--
Quandrix Campus
Land
Quandrix Campus enters the battlefield tapped.

{T}: Add {G} or {U}.

{4}, {T}: Scry 1.
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.

When Sejiri Refuge enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.

When Sejiri Refuge enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.

When Sejiri Refuge enters the battlefield, you gain 1 life.

{T}: Add {W} or {U}.
--
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.)
--
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.)
--
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.)
{W}
Wordmail
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each word in its name.
{W}
Wordmail
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each word in its name.
{W}
Wordmail
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each word in its name.
{W}
Wordmail
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each word in its name.
{U}{B}
X
Legendary Creature - Human Spy
As long as X is in X's owner's opponent's hand, X's owner may cast X and activate X's abilities. That opponent can't cast X and plays with their hand revealed.

{U}{B}, {T}: Put X into target opponent's hand.

{3}{U}{B}: You may play a land or cast a spell from the hand X is in. If you cast a spell this way, you cast it without paying its mana cost.
2 / 2
--
Zagoth Triome
Land - Swamp Forest Island
({T}: Add {B}, {G}, or {U}.)

Zagoth Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)
--
Zagoth Triome
Land - Swamp Forest Island
({T}: Add {B}, {G}, or {U}.)

Zagoth Triome enters the battlefield tapped.

Cycling {3} ({3}, Discard this card: Draw a card.)