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Select Main Deck Cards

{1}{R}{ // }{3}{G}
Armed // Dangerous
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)



All creatures able to block target creature this turn do so.

Fuse (You may cast one or both halves of this card from your hand.)
{1}{R}{ // }{3}{G}
Armed // Dangerous
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)



All creatures able to block target creature this turn do so.

Fuse (You may cast one or both halves of this card from your hand.)
{1}{R}{ // }{3}{G}
Armed // Dangerous
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)



All creatures able to block target creature this turn do so.

Fuse (You may cast one or both halves of this card from your hand.)
{1}{R}{ // }{3}{G}
Armed // Dangerous
Sorcery // Sorcery
Target creature gets +1/+1 and gains double strike until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)



All creatures able to block target creature this turn do so.

Fuse (You may cast one or both halves of this card from your hand.)
{G/W}
Dryad Militant
Creature - Dryad Soldier
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
2 / 1
{G/W}
Dryad Militant
Creature - Dryad Soldier
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
2 / 1
{G/W}
Dryad Militant
Creature - Dryad Soldier
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
2 / 1
{G/W}
Dryad Militant
Creature - Dryad Soldier
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
2 / 1
{G}
Experiment One
Creature - Human Ooze
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.
1 / 1
{G}
Experiment One
Creature - Human Ooze
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.
1 / 1
{G}
Experiment One
Creature - Human Ooze
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.
1 / 1
{G}
Experiment One
Creature - Human Ooze
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.
1 / 1
{R}
Firedrinker Satyr
Creature - Satyr Shaman
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you.

{1}{R}: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
2 / 1
{R}
Firedrinker Satyr
Creature - Satyr Shaman
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you.

{1}{R}: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
2 / 1
{R}
Firedrinker Satyr
Creature - Satyr Shaman
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you.

{1}{R}: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
2 / 1
{R}
Firedrinker Satyr
Creature - Satyr Shaman
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you.

{1}{R}: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
2 / 1
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{2}{R}{G}
Ghor-Clan Rampager
Creature - Beast
Trample

Bloodrush -- {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.
4 / 4
{2}{R}{G}
Ghor-Clan Rampager
Creature - Beast
Trample

Bloodrush -- {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.
4 / 4
{2}{R}{G}
Ghor-Clan Rampager
Creature - Beast
Trample

Bloodrush -- {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.
4 / 4
{2}{R}{G}
Ghor-Clan Rampager
Creature - Beast
Trample

Bloodrush -- {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.
4 / 4
{G}
Giant Growth
Instant
Target creature gets +3/+3 until end of turn.
{G}
Giant Growth
Instant
Target creature gets +3/+3 until end of turn.
{G}
Giant Growth
Instant
Target creature gets +3/+3 until end of turn.
{G}
Giant Growth
Instant
Target creature gets +3/+3 until end of turn.
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{B/R}
Rakdos Cackler
Creature - Devil
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
1 / 1
{B/R}
Rakdos Cackler
Creature - Devil
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
1 / 1
{B/R}
Rakdos Cackler
Creature - Devil
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
1 / 1
{B/R}
Rakdos Cackler
Creature - Devil
Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
1 / 1
{3}{R}
Rubblebelt Maaka
Creature - Cat
Bloodrush -- {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.
3 / 3
{3}{R}
Rubblebelt Maaka
Creature - Cat
Bloodrush -- {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.
3 / 3
{3}{R}
Rubblebelt Maaka
Creature - Cat
Bloodrush -- {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.
3 / 3
{3}{R}
Rubblebelt Maaka
Creature - Cat
Bloodrush -- {R}, Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.
3 / 3
{2}{G}
Slaughterhorn
Creature - Beast
Bloodrush -- {G}, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn.
3 / 2
{2}{G}
Slaughterhorn
Creature - Beast
Bloodrush -- {G}, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn.
3 / 2
{2}{G}
Slaughterhorn
Creature - Beast
Bloodrush -- {G}, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn.
3 / 2
{2}{G}
Slaughterhorn
Creature - Beast
Bloodrush -- {G}, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn.
3 / 2
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Stomping Ground
Land - Mountain Forest
({T}: Add {R} or {G}.)

As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple of Abandon
Land
Temple of Abandon enters tapped.

When Temple of Abandon enters, scry 1.

{T}: Add {R} or {G}.
--
Temple of Abandon
Land
Temple of Abandon enters tapped.

When Temple of Abandon enters, scry 1.

{T}: Add {R} or {G}.
--
Temple of Abandon
Land
Temple of Abandon enters tapped.

When Temple of Abandon enters, scry 1.

{T}: Add {R} or {G}.
--
Temple of Abandon
Land
Temple of Abandon enters tapped.

When Temple of Abandon enters, scry 1.

{T}: Add {R} or {G}.
{R}
Titan's Strength
Instant
Target creature gets +3/+1 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{R}
Titan's Strength
Instant
Target creature gets +3/+1 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{R}
Titan's Strength
Instant
Target creature gets +3/+1 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{R}
Titan's Strength
Instant
Target creature gets +3/+1 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)