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Select Main Deck Cards

{5}{W}{U}
Archon of the Triumvirate
Creature - Archon
Flying

Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
4 / 5
{2}{W}
Arrest
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.
{2}{W}
Arrest
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.
{2}{W}
Arrest
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.
{2}{W}
Arrest
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.
{1}{W}
Azorius Arrester
Creature - Human Soldier
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2 / 1
{1}{W}
Azorius Arrester
Creature - Human Soldier
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2 / 1
{2}{W}{W}
Azorius Justiciar
Creature - Human Wizard
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
2 / 2
{2}{W}{W}
Azorius Justiciar
Creature - Human Wizard
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
2 / 2
{3}{U}
Collective Restraint
Enchantment
Domain -- Creatures can't attack you unless their controller pays {X} for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
{3}{U}
Collective Restraint
Enchantment
Domain -- Creatures can't attack you unless their controller pays {X} for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
{3}{W}
Faith's Fetters
Enchantment - Aura
Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.

Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
{3}{W}
Faith's Fetters
Enchantment - Aura
Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.

Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
{3}{W}
Faith's Fetters
Enchantment - Aura
Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.

Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
{3}{W}
Faith's Fetters
Enchantment - Aura
Enchant permanent

When Faith's Fetters enters the battlefield, you gain 4 life.

Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
{1}{W}{U}
Gwafa Hazid, Profiteer
Legendary Creature - Human Rogue
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card.

Creatures with bribery counters on them can't attack or block.
2 / 2
{1}{W}{U}
Gwafa Hazid, Profiteer
Legendary Creature - Human Rogue
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card.

Creatures with bribery counters on them can't attack or block.
2 / 2
{1}{W}{U}
Gwafa Hazid, Profiteer
Legendary Creature - Human Rogue
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card.

Creatures with bribery counters on them can't attack or block.
2 / 2
--
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}{W}{U}
Lavinia of the Tenth
Legendary Creature - Human Soldier
Protection from red

When Lavinia of the Tenth enters the battlefield, detain each nonland permanent your opponents control with mana value 4 or less. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
4 / 4
{3}{W}{U}
Lavinia of the Tenth
Legendary Creature - Human Soldier
Protection from red

When Lavinia of the Tenth enters the battlefield, detain each nonland permanent your opponents control with mana value 4 or less. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
4 / 4
{1}{W}
Lyev Decree
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
{1}{W}
Lyev Decree
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
{1}{W}
Lyev Decree
Sorcery
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
{1}{W}{U}
Lyev Skyknight
Creature - Human Knight
Flying

When Lyev Skyknight enters the battlefield, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
3 / 1
{1}{W}{U}
Lyev Skyknight
Creature - Human Knight
Flying

When Lyev Skyknight enters the battlefield, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
3 / 1
{1}{W}{U}
Lyev Skyknight
Creature - Human Knight
Flying

When Lyev Skyknight enters the battlefield, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
3 / 1
{1}{W}{U}
Lyev Skyknight
Creature - Human Knight
Flying

When Lyev Skyknight enters the battlefield, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
3 / 1
{2}{W}{W}
Martial Law
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
{2}{W}{W}
Martial Law
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
{W}{U}
New Prahv Guildmage
Creature - Human Wizard
{W}{U}: Target creature gains flying until end of turn.

{3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
2 / 2
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{1}{W}{W}
Prison Term
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.
{1}{W}{W}
Prison Term
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.
{1}{W}{W}
Prison Term
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.
{2}{W}
Recumbent Bliss
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block.

At the beginning of your upkeep, you may gain 1 life.
{2}{W}
Recumbent Bliss
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block.

At the beginning of your upkeep, you may gain 1 life.
{5}{U}
Reweave
Instant - Arcane
Target permanent's controller sacrifices it. If the player does, they reveal cards from the top of their library until they reveal a permanent card that shares a card type with the sacrificed permanent, put that card onto the battlefield, then shuffle.

Splice onto Arcane {2}{U}{U} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
{5}{U}
Reweave
Instant - Arcane
Target permanent's controller sacrifices it. If the player does, they reveal cards from the top of their library until they reveal a permanent card that shares a card type with the sacrificed permanent, put that card onto the battlefield, then shuffle.

Splice onto Arcane {2}{U}{U} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
{3}{U}
Soulsworn Spirit
Creature - Spirit
Soulsworn Spirit can't be blocked.

When Soulsworn Spirit enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2 / 1
{3}{U}
Soulsworn Spirit
Creature - Spirit
Soulsworn Spirit can't be blocked.

When Soulsworn Spirit enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2 / 1
{3}{U}
Soulsworn Spirit
Creature - Spirit
Soulsworn Spirit can't be blocked.

When Soulsworn Spirit enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2 / 1
{3}{U}
Soulsworn Spirit
Creature - Spirit
Soulsworn Spirit can't be blocked.

When Soulsworn Spirit enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
2 / 1