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Select Main Deck Cards

--
Adarkar Wastes
Land
{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
{2}{U}
Anchor to the Aether
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{1}{U}
Anticognition
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
{1}{U}
Augury Owl
Creature - Bird
Flying

When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1 / 1
{3}
Automatic Librarian
Artifact Creature - Construct
When Automatic Librarian enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
3 / 2
{1}{U}{U}
Bane's Contingency
Instant
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
{1}{W}
Battlewise Valor
Instant
Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{3}{U}
Behold the Multiverse
Instant
Scry 2, then draw two cards.

Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
--
Boseiju, Who Shelters All
Legendary Land
Boseiju, Who Shelters All enters the battlefield tapped.

{T}, Pay 2 life: Add {C}. If that mana is spent on an instant or sorcery spell, that spell can't be countered.
{2}
Brain in a Jar
Artifact
{1}, {T}: Put a charge counter on Brain in a Jar, then you may cast an instant or sorcery spell with mana value equal to the number of charge counters on Brain in a Jar from your hand without paying its mana cost.

{3}, {T}, Remove X charge counters from Brain in a Jar: Scry X.
--
Brokers Hideout
Land
When Brokers Hideout enters the battlefield, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
{3}
Bronze Walrus
Artifact Creature - Walrus
When Bronze Walrus enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

{T}: Add one mana of any color.
2 / 2
{2}{U}
Calculated Dismissal
Instant
Counter target spell unless its controller pays {3}.

Spell mastery -- If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
--
Command Beacon
Land
{T}: Add {C}.

{T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{X}{U}
Condescend
Instant
Counter target spell unless its controller pays {X}. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
{1}{U}
Council's Deliberation
Instant
Draw a card.

Whenever you scry, if you control an Island, you may exile Council's Deliberation from your graveyard. If you do, draw a card.
{3}{U}
Cryptic Annelid
Creature - Worm Beast
When Cryptic Annelid enters the battlefield, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1 / 4
--
Crystal Grotto
Land
When Crystal Grotto enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

{T}: Add {C}.

{1}, {T}: Add one mana of any color.
--
Deserted Beach
Land
Deserted Beach enters the battlefield tapped unless you control two or more other lands.

{T}: Add {W} or {U}.
{4}{U}
Desynchronize
Instant
Target nonland permanent's owner puts it on the top or bottom of their library. Scry 2.
{1}{U}{U}
Dissolve
Instant
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{4}{U}{U}
Djinn of the Fountain
Creature - Djinn
Flying

Whenever you cast an instant or sorcery spell, choose one --

• Djinn of the Fountain gets +1/+1 until end of turn.

• Exile Djinn of the Fountain. Return it to the battlefield under its owner's control at the beginning of the next end step.

• Scry 1.
4 / 4
{3}{U}
Djinni Windseer
Creature - Djinn
Flying

When Djinni Windseer enters the battlefield, roll a d20.

1--9 | Scry 1.

10--19 | Scry 2.

20 | Scry 3.
3 / 3
{3}{W}{U}
Elminster
Legendary Planeswalker - Elminster
Whenever you scry, the next instant or sorcery spell you cast this turn costs {X} less to cast, where X is the number of cards looked at while scrying this way.

+2: Draw a card, then scry 2.

-3: Exile the top card of your library. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value.

Elminster can be your commander.
L: 5
{2}{W}
Expose to Daylight
Instant
Destroy target artifact or enchantment. Scry 1.
{2}{U}
Eyes Everywhere
Enchantment
At the beginning of your upkeep, scry 1.

{5}{U}: Exchange control of Eyes Everywhere and target nonland permanent. Activate only as a sorcery.
{2}{U}
Eyes of the Watcher
Enchantment
Whenever you cast an instant or sorcery spell, you may pay {1}. If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
{U}
Fading Hope
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{U}
Faerie Seer
Creature - Faerie Wizard
Flying

When Faerie Seer enters the battlefield, scry 2.
1 / 1
{U}{U}{U}
Fated Infatuation
Instant
Create a token that's a copy of target creature you control. If it's your turn, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
--
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.
{3}{U}
Foresee
Sorcery
Scry 4, then draw two cards.
{1}{U}
Freeze in Place
Sorcery
Tap target creature an opponent controls and put three stun counters on it. Scry 2. (If a permanent with a stun counter would become untapped, remove one from it instead.)
{1}{U}
Gadwick's First Duel
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I -- Create a Cursed Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)

II -- Scry 2.

III -- When you cast your next instant or sorcery spell with mana value 3 or less this turn, copy that spell. You may choose new targets for the copy.
--
Glacial Floodplain
Snow Land - Plains Island
({T}: Add {W} or {U}.)

Glacial Floodplain enters the battlefield tapped.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{W}
Gods Willing
Instant
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)

Scry 1.
{2}{W}
Guiding Bolt
Instant
Destroy target creature with power 4 or greater.

Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
--
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.
--
Hengegate Pathway
Land
{T}: Add {W}.
--
Mistgate Pathway
Land

{T}: Add {U}.
{1}{U}
Hithlain Knots
Instant
Tap target creature. Scry 1.

Draw a card.
{1}{U}
Impede Momentum
Sorcery
Tap target creature and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
--
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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Isolated Watchtower
Land
{T}: Add {C}.

{2}, {T}: Scry 1, then you may reveal the top card of your library. If a basic land card is revealed this way, put it onto the battlefield tapped. Activate only if an opponent controls at least two more lands than you.
{3}{U}
Jace's Sanctum
Enchantment
Instant and sorcery spells you cast cost {1} less to cast.

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{1}{U}{U}
Jace, Mirror Mage
Legendary Planeswalker - Jace
Kicker {2}

When Jace, Mirror Mage enters the battlefield, if Jace was kicked, create a token that's a copy of Jace, Mirror Mage, except it's not legendary and its starting loyalty is 1.

+1: Scry 2.

0: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace, Mirror Mage.
L: 4
{1}{W}
Judge Unworthy
Instant
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's mana value to that creature.
{1}{U}
Jwari Disruption
Instant
Counter target spell unless its controller pays {1}.
--
Jwari Ruins
Land

Jwari Ruins enters the battlefield tapped.

{T}: Add {U}.
{W}
Loran's Escape
Instant
Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.
{1}{U}
Lost Isle Calling
Enchantment
Whenever you scry, put a verse counter on Lost Isle Calling.

{4}{U}{U}, Exile Lost Isle Calling: Draw a card for each verse counter on Lost Isle Calling. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
{3}
Mana Geode
Artifact
When Mana Geode enters the battlefield, scry 1.

{T}: Add one mana of any color.
{2}{U}{U}
Memory Drain
Instant
Counter target spell. Scry 2.
--
Meticulous Archive
Land - Plains Island
({T}: Add {W} or {U}.)

Meticulous Archive enters the battlefield tapped.

When Meticulous Archive enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{X}{U}
Multiple Choice
Sorcery
If X is 1, scry 1, then draw a card.

If X is 2, you may choose a player. They return a creature they control to its owner's hand.

If X is 3, create a 4/4 blue and red Elemental creature token.

If X is 4 or more, do all of the above.
--
Mystic Gate
Land
{T}: Add {C}.

{W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.
--
Mystic Sanctuary
Land - Island
({T}: Add {U}.)

Mystic Sanctuary enters the battlefield tapped unless you control three or more other Islands.

When Mystic Sanctuary enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.
{U}
Mystic Speculation
Sorcery
Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.)

Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
{3}{U}
Netherese Puzzle-Ward
Enchantment
Focus Beam -- At the beginning of your upkeep, roll a d4. Scry X, where X is the result.

Perfect Illumination -- Whenever you roll a die's highest natural result, draw a card.
--
New Benalia
Land
New Benalia enters the battlefield tapped.

When New Benalia enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

{T}: Add {W}.
--
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.
{2}{U}
No Escape
Instant
Counter target creature or planeswalker spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Scry 1.
{2}{U}{U}
Ojer Pakpatiq, Deepest Epoch
Legendary Creature - God
Flying

Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.)

When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
4 / 3
--
Temple of Cyclical Time
Land

(Transforms from Ojer Pakpatiq, Deepest Epoch.)

{T}: Add {U}. Remove a time counter from Temple of Cyclical Time.

{2}{U}, {T}: Transform Temple of Cyclical Time. Activate only if it has no time counters on it and only as a sorcery.
4 / 3
{W}
Oteclan Landmark
Artifact
When Oteclan Landmark enters the battlefield, scry 2.

Craft with artifact {2}{W} ({2}{W}, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
--
Oteclan Levitator
Artifact Creature - Golem

Flying

Whenever Oteclan Levitator attacks, target attacking creature without flying gains flying until end of turn.
{U}
Overwhelmed Apprentice
Creature - Human Wizard
When Overwhelmed Apprentice enters the battlefield, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
1 / 2
{1}{U}
Perilous Voyage
Instant
Return target nonland permanent you don't control to its owner's hand. If its mana value was 2 or less, scry 2.
{W}
Piercing Light
Instant
Piercing Light deals 2 damage to target attacking or blocking creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.

{T}: Add {W} or {U}.
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)

Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
{U}
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}{U}{U}
Prescient Chimera
Creature - Chimera
Flying

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
3 / 4
{W}
Runic Shot
Sorcery
Kicker {U} (You may pay an additional {U} as you cast this spell.)

Destroy target tapped creature. If this spell was kicked, scry 2.
{4}{U}{U}{U}
Sea Gate Restoration
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
--
Sea Gate, Reborn
Land

As Sea Gate, Reborn enters the battlefield, you may pay 3 life. If you don't, it enters the battlefield tapped.

{T}: Add {U}.
{U}
Select for Inspection
Instant
Return target tapped creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{U}
Serum Visions
Sorcery
Draw a card. Scry 2.
{W}
Sheltering Light
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
{2}{W}
Skywhaler's Shot
Instant
Destroy target creature with power 3 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{W}
Stand Firm
Instant
Target creature gets +1/+1 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
{1}{U}
Stymied Hopes
Instant
Counter target spell unless its controller pays {1}. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{3}{U}
Sudden Storm
Instant
Tap up to two target creatures. Those creatures don't untap during their controllers' next untap steps. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{3}{U}
Tamiyo's Epiphany
Sorcery
Scry 4, then draw two cards.
--
Temple of Enlightenment
Land
Temple of Enlightenment enters the battlefield tapped.

When Temple of Enlightenment enters the battlefield, scry 1.

{T}: Add {W} or {U}.
{3}{U}{U}{U}
The Temporal Anchor
Legendary Artifact
At the beginning of your upkeep, scry 2.

Whenever you choose to put one or more cards on the bottom of your library while scrying, exile that many cards from the bottom of your library.

During your turn, you may play cards exiled with The Temporal Anchor.
{1}{U}
Voyage's End
Instant
Return target creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{U}
Witching Well
Artifact
When Witching Well enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

{3}{U}, Sacrifice Witching Well: Draw two cards.
--
Zhalfirin Void
Land
When Zhalfirin Void enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

{T}: Add {C}.