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Select Main Deck Cards

{2}{U}{U}
Abduction
Enchantment - Aura
Enchant creature

When Abduction enters the battlefield, untap enchanted creature.

You control enchanted creature.

When enchanted creature dies, return that card to the battlefield under its owner's control.
--
Academy Ruins
Legendary Land
{T}: Add {C}.

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

{3}, {T}: Target creature with power 3 or less can't be blocked this turn.
{0}
Accorder's Shield
Artifact - Equipment
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
{4}
Acorn Catapult
Artifact
{1}, {T}: Acorn Catapult deals 1 damage to any target. That permanent's controller or that player creates a 1/1 green Squirrel creature token.
{2/U}{2/U}{2/U}
Advice from the Fae
Sorcery
({2/U} can be paid with any two mana or with {U}. This card's mana value is 6.)

Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
{1}{U}
Aether Tunnel
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+0 and can't be blocked.
{1}{U}
Agoraphobia
Enchantment - Aura
Enchant creature

Enchanted creature gets -5/-0.

{2}{U}: Return Agoraphobia to its owner's hand.
{1}{U}
Alexi's Cloak
Enchantment - Aura
Flash

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)
{2}{U}{ // }{2}{U}
Animating Faerie // Bring to Life
Creature - Faerie // Sorcery - Adventure
Flying



Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it.
2 / 2
{1}{U}
Arcane Investigator
Creature - Elf Wizard
Search the Room -- {5}{U}: Roll a d20.

1--9 | Draw a card.

10--20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
2 / 1
{1}{U}
Artificer Class
Enchantment - Class
(Gain the next level as a sorcery to add its ability.)

The first artifact spell you cast each turn costs {1} less to cast.

{1}{U}: Level 2

When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.

{5}{U}: Level 3

At the beginning of your end step, create a token that's a copy of target artifact you control.
{B}{B}{B}
Ayara, First of Locthwain
Legendary Creature - Elf Noble
Whenever Ayara, First of Locthwain or another black creature enters the battlefield under your control, each opponent loses 1 life and you gain 1 life.

{T}, Sacrifice another black creature: Draw a card.
2 / 3
{B}{B}
Blight
Enchantment - Aura
Enchant land

When enchanted land becomes tapped, destroy it.
--
Buried Ruin
Land
{T}: Add {C}.

{2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.
--
Cabal Coffers
Land
{2}, {T}: Add {B} for each Swamp you control.
--
Captivating Cave
Land - Cave
{T}: Add {C}.

{1}, {T}: Add one mana of any color.

{4}, {T}, Sacrifice Captivating Cave: Put two +1/+1 counters on target creature. Activate only as a sorcery.
--
Cathedral of War
Land
Cathedral of War enters the battlefield tapped.

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

{T}: Add {C}.
{1}{U}
Chill
Enchantment
Red spells cost {2} more to cast.
--
Choked Estuary
Land
As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped.

{T}: Add {U} or {B}.
{1}{U}
Cloud of Faeries
Creature - Faerie
Flying

When Cloud of Faeries enters the battlefield, untap up to two lands.

Cycling {2} ({2}, Discard this card: Draw a card.)
1 / 1
--
Command Beacon
Land
{T}: Add {C}.

{T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.
--
Contaminated Aquifer
Land - Island Swamp
({T}: Add {U} or {B}.)

Contaminated Aquifer enters the battlefield tapped.
{2}{B}
Deadbridge Shaman
Creature - Elf Shaman
When Deadbridge Shaman dies, target opponent discards a card.
3 / 1
{B}
Dread of Night
Enchantment
White creatures get -1/-1.
{2}{B}
Elderfang Ritualist
Creature - Elf Cleric
When Elderfang Ritualist dies, return another target Elf card from your graveyard to your hand.
3 / 1
{1}{U}{ // }{3}{U}
Fae of Wishes // Granted
Creature - Faerie Wizard // Sorcery - Adventure
Flying

{1}{U}, Discard two cards: Return Fae of Wishes to its owner's hand.



You may reveal a noncreature card you own from outside the game and put it into your hand.
1 / 4
{3}{U}
Faerie Artisans
Creature - Faerie Artificer
Flying

Whenever a nontoken creature enters the battlefield under an opponent's control, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with Faerie Artisans.
2 / 2
{2}{B}
Faerie Bladecrafter
Creature - Faerie Rogue
Flying

Whenever one or more Faeries you control deal combat damage to a player, put a +1/+1 counter on Faerie Bladecrafter.

When Faerie Bladecrafter dies, each opponent loses X life and you gain X life, where X is its power.
2 / 2
--
Faerie Conclave
Land
Faerie Conclave enters the battlefield tapped.

{T}: Add {U}.

{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
{B}
Faerie Dreamthief
Creature - Faerie Warlock
Flying

When Faerie Dreamthief enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

{2}{B}, Exile Faerie Dreamthief from your graveyard: You draw a card and you lose 1 life.
1 / 1
{1}{U}
Faerie Duelist
Creature - Faerie Rogue
Flash

Flying

When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
1 / 2
{X}{B}
Faerie Fencing
Instant
Target creature gets -X/-X until end of turn. That creature gets an additional -3/-3 until end of turn if you controlled a Faerie as you cast this spell.
{4}{U}
Faerie Formation
Creature - Faerie
Flying

{3}{U}: Create a 1/1 blue Faerie creature token with flying. Draw a card.
5 / 4
{3}{U}
Faerie Harbinger
Creature - Faerie Wizard
Flash

Flying

When Faerie Harbinger enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
2 / 2
{U}
Faerie Impostor
Creature - Faerie Rogue
Flying

When Faerie Impostor enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand.
2 / 1
{4}{U}
Faerie Invaders
Creature - Faerie Rogue
Flash (You may cast this spell any time you could cast an instant.)

Flying
3 / 3
{1}{B}{B}
Faerie Macabre
Creature - Faerie Rogue
Flying

Discard Faerie Macabre: Exile up to two target cards from graveyards.
2 / 2
{1}{U}
Faerie Mastermind
Creature - Faerie Rogue
Flash

Flying

Whenever an opponent draws their second card each turn, you draw a card.

{3}{U}: Each player draws a card.
2 / 1
{3}{U}
Faerie Mechanist
Artifact Creature - Faerie Artificer
Flying

When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
2 / 2
{U}
Faerie Miscreant
Creature - Faerie Rogue
Flying

When Faerie Miscreant enters the battlefield, if you control another creature named Faerie Miscreant, draw a card.
1 / 1
{U}
Faerie Seer
Creature - Faerie Wizard
Flying

When Faerie Seer enters the battlefield, scry 2.
1 / 1
{4}{U}{U}
Faerie Slumber Party
Sorcery
Return all creatures to their owners' hands. For each opponent who controlled a creature returned this way, you create two 1/1 blue Faerie creature tokens with flying and "This creature can block only creatures with flying."
{U}
Faerie Squadron
Creature - Faerie
Kicker {3}{U} (You may pay an additional {3}{U} as you cast this spell.)

If Faerie Squadron was kicked, it enters the battlefield with two +1/+1 counters on it and with flying.
1 / 1
{3}{U}
Faerie Swarm
Creature - Faerie
Flying

Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.
* / *
{2}{B}
Faerie Tauntings
Tribal Enchantment - Faerie
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
{1}{U}{U}
Faerie Trickery
Tribal Instant - Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{1}{U}
Faerie Vandal
Creature - Faerie Rogue
Flash

Flying

Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
1 / 2
{3}{B}
Feast of the Unicorn
Enchantment - Aura
Enchant creature

Enchanted creature gets +4/+0.
{3}{B}
Final-Sting Faerie
Creature - Faerie Assassin
Flying

When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn.
2 / 2
{3}{B}{B}
Gilt-Leaf Winnower
Creature - Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.)

When Gilt-Leaf Winnower enters the battlefield, you may destroy target non-Elf creature whose power and toughness aren't equal.
4 / 3
{B}
Haunt of the Dead Marshes
Creature - Nightmare Elf
When Haunt of the Dead Marshes enters the battlefield, scry 1.

{2}{B}: Return Haunt of the Dead Marshes from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
1 / 1
{3}{B}{B}
High Fae Negotiator
Creature - Faerie Warlock
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)

Flying

When High Fae Negotiator enters the battlefield, if it was bargained, each opponent loses 3 life and you gain 3 life.
3 / 5
{1}{U}
Indigo Faerie
Creature - Faerie Wizard
Flying

{U}: Target permanent becomes blue in addition to its other colors until end of turn.
1 / 1
{2}{U}
Insight
Enchantment
Whenever an opponent casts a green spell, you draw a card.
{3}{U}{U}
Into the Fae Court
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying."
{3}{B}
Invasion of Eldraine
Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)

When Invasion of Eldraine enters the battlefield, target opponent discards two cards.
--
Prickle Faeries
Creature - Faerie

Flying

At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Prickle Faeries deals 2 damage to them.
--
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}.)
--
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}{U}
Latchkey Faerie
Creature - Faerie Rogue
Flying

Prowl {2}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)

When Latchkey Faerie enters the battlefield, if its prowl cost was paid, draw a card.
3 / 1
{1}{B}
Nectar Faerie
Creature - Faerie Wizard
Flying

{B}, {T}: Target Faerie or Elf gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
1 / 1
{3}{U/B}{U/B}{U/B}
Oona, Queen of the Fae
Legendary Creature - Faerie Wizard
Flying

{X}{U/B}: Choose a color. Target opponent exiles the top X cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
5 / 5
{1}{U}{ // }{1}{U}
Picklock Prankster // Free the Fae
Creature - Faerie Rogue // Instant - Adventure
Flying, vigilance



Mill four cards. Then put an instant, sorcery, or Faerie card from among the milled cards into your hand.
1 / 3
{1}{U}
Psychic Venom
Enchantment - Aura
Enchant land

Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.
{U}{B}
Rogue Class
Enchantment - Class
(Gain the next level as a sorcery to add its ability.)

Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.

{1}{U}{B}: Level 2

Creatures you control have menace.

{2}{U}{B}: Level 3

You may play cards exiled with Rogue Class, and you may spend mana as though it were mana of any color to cast those spells.
{U}
Sleep-Cursed Faerie
Creature - Faerie Wizard
Flying, ward {2}

Sleep-Cursed Faerie enters the battlefield tapped with three stun counters on it. (If it would become untapped, remove a stun counter from it instead.)

{1}{U}: Untap Sleep-Cursed Faerie.
3 / 3
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{X}{U}{U}
Stolen by the Fae
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{1}{U}{U}
Thornwind Faeries
Creature - Faerie
Flying

{T}: Thornwind Faeries deals 1 damage to any target.
1 / 1
{B}
Warlock Class
Enchantment - Class
(Gain the next level as a sorcery to add its ability.)

At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.

{1}{B}: Level 2

When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.

{6}{B}: Level 3

At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
{2}{U}
Weatherseed Faeries
Creature - Faerie
Flying, protection from red
2 / 1
{2}{U}
Winter Eladrin
Creature - Faerie Elf Wizard
Gust of Wind -- When Winter Eladrin enters the battlefield, return up to one other target creature to its owner's hand.
2 / 2
{U}
Wizard Class
Enchantment - Class
(Gain the next level as a sorcery to add its ability.)

You have no maximum hand size.

{2}{U}: Level 2

When this Class becomes level 2, draw two cards.

{4}{U}: Level 3

Whenever you draw a card, put a +1/+1 counter on target creature you control.