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Select Main Deck Cards

{3}{W}{W}{W}
Admonition Angel
Creature - Angel
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.

When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
6 / 6
--
Akoum Refuge
Land
Akoum Refuge enters the battlefield tapped.

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

{T}: Add {B} or {R}.
{4}{W}{W}
Akroma's Vengeance
Sorcery
Destroy all artifacts, creatures, and enchantments.

Cycling {3} ({3}, Discard this card: Draw a card.)
{1}
Amulet of Vigor
Artifact
Whenever a permanent enters the battlefield tapped and under your control, untap it.
{2}{U}{U}
Annex
Enchantment - Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

You control enchanted land.
--
Arcane Sanctum
Land
Arcane Sanctum enters the battlefield tapped.

{T}: Add {W}, {U}, or {B}.
{3}{G}
Argothian Elder
Creature - Elf Druid
{T}: Untap two target lands.
2 / 2
{4}{W}{W}
Austere Command
Sorcery
Choose two --

• Destroy all artifacts.

• Destroy all enchantments.

• Destroy all creatures with mana value 3 or less.

• Destroy all creatures with mana value 4 or greater.
{5}{G}{G}
Avenger of Zendikar
Creature - Elemental
When Avenger of Zendikar enters the battlefield, create a 0/1 green Plant creature token for each land you control.

Landfall -- Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control.
5 / 5
{1}{R}{R}{R}
Awaken the Ancient
Enchantment - Aura
Enchant Mountain

Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
--
Azorius Guildgate
Land - Gate
Azorius Guildgate enters the battlefield tapped.

{T}: Add {W} or {U}.
{2}{G}
Azusa, Lost but Seeking
Legendary Creature - Human Monk
You may play two additional lands on each of your turns.
1 / 2
--
Blinkmoth Nexus
Land
{T}: Add {C}.

{1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.

{1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.
--
Boros Guildgate
Land - Gate
Boros Guildgate enters the battlefield tapped.

{T}: Add {R} or {W}.
--
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}.
--
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

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

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
{3}
Chromatic Lantern
Artifact
Lands you control have "{T}: Add one mana of any color."

{T}: Add one mana of any color.
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}{R}{R}
Conquer
Enchantment - Aura
Enchant land

You control enchanted land.
{1}{B}
Corrupted Zendikon
Enchantment - Aura
Enchant land

Enchanted land is a 3/3 black Ooze creature. It's still a land.

When enchanted land dies, return that card to its owner's hand.
{1}{G}{G}
Courser of Kruphix
Enchantment Creature - Centaur
Play with the top card of your library revealed.

You may play lands from the top of your library.

Landfall -- Whenever a land enters the battlefield under your control, you gain 1 life.
2 / 4
{3}{G}{G}
Creeping Renaissance
Sorcery
Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand.

Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
--
Creeping Tar Pit
Land
Creeping Tar Pit enters the battlefield tapped.

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

{1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.
{G}
Crop Rotation
Instant
As an additional cost to cast this spell, sacrifice a land.

Search your library for a land card, put that card onto the battlefield, then shuffle.
{3}
Crucible of Worlds
Artifact
You may play lands from your graveyard.
--
Crumbling Necropolis
Land
Crumbling Necropolis enters the battlefield tapped.

{T}: Add {U}, {B}, or {R}.
{2}{R}
Crusher Zendikon
Enchantment - Aura
Enchant land

Enchanted land is a 4/2 red Beast creature with trample. It's still a land.

When enchanted land dies, return that card to its owner's hand.
{2}{W}{W}
Day of Judgment
Sorcery
Destroy all creatures.
{6}{B}{B}
Decree of Pain
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.

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

When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
{2}{B}{B}
Diabolic Tutor
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
--
Dimir Guildgate
Land - Gate
Dimir Guildgate enters the battlefield tapped.

{T}: Add {U} or {B}.
--
Dread Statuary
Land
{T}: Add {C}.

{4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
{2}{W}{W}
Emeria Angel
Creature - Angel
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may create a 1/1 white Bird creature token with flying.
3 / 3
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{1}
Expedition Map
Artifact
{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle.
{G}
Exploration
Enchantment
You may play an additional land on each of your turns.
{1}{G}
Explore
Sorcery
You may play an additional land this turn.

Draw a card.
--
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.
{4}{W}{W}{W}
Fated Retribution
Instant
Destroy all creatures and planeswalkers. 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.)
{4}{W}{W}
Final Judgment
Sorcery
Exile all creatures.
--
Forbidding Watchtower
Land
Forbidding Watchtower enters the battlefield tapped.

{T}: Add {W}.

{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
--
Gargoyle Castle
Land
{T}: Add {C}.

{5}, {T}, Sacrifice Gargoyle Castle: Create a 3/4 colorless Gargoyle artifact creature token with flying.
--
Gavony Township
Land
{T}: Add {C}.

{2}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
{X}{B}{B}{G}
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
{W}{U}{B}{R}{G}
Genju of the Realm
Legendary Enchantment - Aura
Enchant land

{2}: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.

When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
--
Ghitu Encampment
Land
Ghitu Encampment enters the battlefield tapped.

{T}: Add {R}.

{1}{R}: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)
--
Gods' Eye, Gate to the Reikai
Legendary Land
{T}: Add {C}.

When Gods' Eye, Gate to the Reikai is put into a graveyard from the battlefield, create a 1/1 colorless Spirit creature token.
--
Golgari Guildgate
Land - Gate
Golgari Guildgate enters the battlefield tapped.

{T}: Add {B} or {G}.
--
Graypelt Refuge
Land
Graypelt Refuge enters the battlefield tapped.

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

{T}: Add {G} or {W}.
--
Grove of the Guardian
Land
{T}: Add {C}.

{3}{G}{W}, {T}, Tap two untapped creatures you control, Sacrifice Grove of the Guardian: Create an 8/8 green and white Elemental creature token with vigilance.
--
Gruul Guildgate
Land - Gate
Gruul Guildgate enters the battlefield tapped.

{T}: Add {R} or {G}.
{2}{W}
Guardian Zendikon
Enchantment - Aura
Enchant land

Enchanted land is a 2/6 white Wall creature with defender. It's still a land.

When enchanted land dies, return that card to its owner's hand.
--
Hellion Crucible
Land
{T}: Add {C}.

{1}{R}, {T}: Put a pressure counter on Hellion Crucible.

{1}{R}, {T}, Remove two pressure counters from Hellion Crucible and sacrifice it: Create a 4/4 red Hellion creature token with haste. (It can attack and {T} as soon as it comes under your control.)
--
Homeward Path
Land
{T}: Add {C}.

{T}: Each player gains control of all creatures they own.
--
Ice Floe
Land
You may choose not to untap Ice Floe during your untap step.

{T}: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step for as long as Ice Floe remains tapped.
--
Inkmoth Nexus
Land
{T}: Add {C}.

{1}: Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
{1}{U}
Ior Ruin Expedition
Enchantment
Landfall -- Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition.

Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards.
{2}{G}
Journey of Discovery
Sorcery
Choose one --

• Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.

• You may play up to two additional lands this turn.

Entwine {2}{G} (Choose both if you pay the entwine cost.)
--
Jungle Shrine
Land
Jungle Shrine enters the battlefield tapped.

{T}: Add {R}, {G}, or {W}.
--
Jwar Isle Refuge
Land
Jwar Isle Refuge enters the battlefield tapped.

When Jwar Isle Refuge enters the battlefield, you gain 1 life.

{T}: Add {U} or {B}.
--
Kazandu Refuge
Land
Kazandu Refuge enters the battlefield tapped.

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

{T}: Add {R} or {G}.
--
Kessig Wolf Run
Land
{T}: Add {C}.

{X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.
--
Khalni Garden
Land
Khalni Garden enters the battlefield tapped.

When Khalni Garden enters the battlefield, create a 0/1 green Plant creature token.

{T}: Add {G}.
--
Kher Keep
Legendary Land
{T}: Add {C}.

{1}{R}, {T}: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
{2}{G}{U}
Kiora, the Crashing Wave
Legendary Planeswalker - Kiora
+1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.

-1: Draw a card. You may play an additional land this turn.

-5: You get an emblem with "At the beginning of your end step, create a 9/9 blue Kraken creature token."
L: 2
{1}{G}{W}
Knight of the Reliquary
Creature - Human Knight
Knight of the Reliquary gets +1/+1 for each land card in your graveyard.

{T}, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
2 / 2
--
Lavaclaw Reaches
Land
Lavaclaw Reaches enters the battlefield tapped.

{T}: Add {B} or {R}.

{1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land.
{3}{G}{U}
Leafdrake Roost
Enchantment - Aura
Enchant land

Enchanted land has "{G}{U}, {T}: Create a 2/2 green and blue Drake creature token with flying."
{4}{B}{B}
Life's Finale
Sorcery
Destroy all creatures, then search target opponent's library for up to three creature cards and put them into their graveyard. Then that player shuffles.
{2}{G}{G}
Living Terrain
Enchantment - Aura
Enchant land

Enchanted land is a 5/6 green Treefolk creature that's still a land.
--
Maze's End
Land
Maze's End enters the battlefield tapped.

{T}: Add {C}.

{3}, {T}, Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
--
Mishra's Factory
Land
{T}: Add {C}.

{1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.

{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.
--
Moorland Haunt
Land
{T}: Add {C}.

{W}{U}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
--
Mutavault
Land
{T}: Add {C}.

{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.
--
Nantuko Monastery
Land
{T}: Add {C}.

Threshold -- {G}{W}: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Activate only if seven or more cards are in your graveyard.
{1}{B}{B}
Noxious Field
Enchantment - Aura
Enchant land

Enchanted land has "{T}: This land deals 1 damage to each creature and each player."
{3}{B}{B}
Ob Nixilis, the Fallen
Legendary Creature - Demon
Landfall -- Whenever a land enters the battlefield under your control, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis, the Fallen.
3 / 3
{3}{W}{B}
Obzedat's Aid
Sorcery
Return target permanent card from your graveyard to the battlefield.
{3}{G}
Oracle of Mul Daya
Creature - Elf Shaman
You may play an additional land on each of your turns.

Play with the top card of your library revealed.

You may play lands from the top of your library.
2 / 2
--
Orzhov Guildgate
Land - Gate
Orzhov Guildgate enters the battlefield tapped.

{T}: Add {W} or {B}.
{3}{W}{W}{W}
Planar Cleansing
Sorcery
Destroy all nonland permanents.
--
Raging Ravine
Land
Raging Ravine enters the battlefield tapped.

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

{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
--
Rakdos Guildgate
Land - Gate
Rakdos Guildgate enters the battlefield tapped.

{T}: Add {B} or {R}.
{4}{G}{G}
Rampaging Baloths
Creature - Beast
Trample

Landfall -- Whenever a land enters the battlefield under your control, you may create a 4/4 green Beast creature token.
6 / 6
{2}{G}
Realms Uncharted
Instant
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
{3}{G}
Reap and Sow
Sorcery
Choose one --

• Destroy target land.

• Search your library for a land card, put that card onto the battlefield, then shuffle.

Entwine {1}{G} (Choose both if you pay the entwine cost.)
{2}{G}
Recollect
Sorcery
Return target card from your graveyard to your hand.
{1}{G}
Regrowth
Sorcery
Return target card from your graveyard to your hand.
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
{3}{G}{G}
Restock
Sorcery
Return two target cards from your graveyard to your hand. Exile Restock.
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{3}{U}{U}{U}
Roil Elemental
Creature - Elemental
Flying

Landfall -- Whenever a land enters the battlefield under your control, you may gain control of target creature for as long as you control Roil Elemental.
3 / 2
{5}{B}{B}
Rune-Scarred Demon
Creature - Demon
Flying

When Rune-Scarred Demon enters the battlefield, search your library for a card, put it into your hand, then shuffle.
6 / 6
--
Savage Lands
Land
Savage Lands enters the battlefield tapped.

{T}: Add {B}, {R}, or {G}.
--
Seaside Citadel
Land
Seaside Citadel enters the battlefield tapped.

{T}: Add {G}, {W}, or {U}.
{4}
Seer's Sundial
Artifact
Landfall -- Whenever a land enters the battlefield under your control, you may pay {2}. If you do, draw a card.
--
Sejiri Refuge
Land
Sejiri Refuge enters the battlefield tapped.

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

{T}: Add {W} or {U}.
--
Selesnya Guildgate
Land - Gate
Selesnya Guildgate enters the battlefield tapped.

{T}: Add {G} or {W}.
--
Simic Guildgate
Land - Gate
Simic Guildgate enters the battlefield tapped.

{T}: Add {G} or {U}.
--
Slayers' Stronghold
Land
{T}: Add {C}.

{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
{6}{G}{G}
Spawning Grounds
Enchantment - Aura
Enchant land

Enchanted land has "{T}: Create a 5/5 green Beast creature token with trample."
--
Spawning Pool
Land
Spawning Pool enters the battlefield tapped.

{T}: Add {B}.

{1}{B}: Spawning Pool becomes a 1/1 black Skeleton creature with "{B}: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
--
Springjack Pasture
Land
{T}: Add {C}.

{4}, {T}: Create a 0/1 white Goat creature token.

{T}, Sacrifice X Goats: Add X mana of any one color. You gain X life.
{1}{G}{G}
Squirrel Nest
Enchantment - Aura
Enchant land

Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
--
Stalking Stones
Land
{T}: Add {C}.

{6}: Stalking Stones becomes a 3/3 Elemental artifact creature that's still a land. (This effect lasts indefinitely.)
--
Stirring Wildwood
Land
Stirring Wildwood enters the battlefield tapped.

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

{1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.
{1}{G}
Summer Bloom
Sorcery
You may play up to three additional lands this turn.
--
Sunhome, Fortress of the Legion
Land
{T}: Add {C}.

{2}{R}{W}, {T}: Target creature gains double strike until end of turn.
{1}{W}{W}{U}
Supreme Verdict
Sorcery
This spell can't be countered.

Destroy all creatures.
{1}{G}
Sylvan Scrying
Sorcery
Search your library for a land card, reveal it, put it into your hand, then shuffle.
{3}{G}
Tempt with Discovery
Sorcery
Tempting offer -- Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
--
Thespian's Stage
Land
{T}: Add {C}.

{2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.
--
Treetop Village
Land
Treetop Village enters the battlefield tapped.

{T}: Add {G}.

{1}{G}: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
{1}{B}{B}
Underworld Connections
Enchantment - Aura
Enchant land

Enchanted land has "{T}, Pay 1 life: Draw a card."
{3}{G}{U}
Urban Evolution
Sorcery
Draw three cards. You may play an additional land this turn.
--
Urza's Factory
Land - Urza's
{T}: Add {C}.

{7}, {T}: Create a 2/2 colorless Assembly-Worker artifact creature token.
{4}{G}
Vastwood Zendikon
Enchantment - Aura
Enchant land

Enchanted land is a 6/4 green Elemental creature. It's still a land.

When enchanted land dies, return that card to its owner's hand.
--
Vault of the Archangel
Land
{T}: Add {C}.

{2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.
--
Vitu-Ghazi, the City-Tree
Land
{T}: Add {C}.

{2}{G}{W}, {T}: Create a 1/1 green Saproling creature token.
--
Vivid Crag
Land
Vivid Crag enters the battlefield tapped with two charge counters on it.

{T}: Add {R}.

{T}, Remove a charge counter from Vivid Crag: Add one mana of any color.
--
Vivid Creek
Land
Vivid Creek enters the battlefield tapped with two charge counters on it.

{T}: Add {U}.

{T}, Remove a charge counter from Vivid Creek: Add one mana of any color.
--
Vivid Grove
Land
Vivid Grove enters the battlefield tapped with two charge counters on it.

{T}: Add {G}.

{T}, Remove a charge counter from Vivid Grove: Add one mana of any color.
--
Vivid Marsh
Land
Vivid Marsh enters the battlefield tapped with two charge counters on it.

{T}: Add {B}.

{T}, Remove a charge counter from Vivid Marsh: Add one mana of any color.
--
Vivid Meadow
Land
Vivid Meadow enters the battlefield tapped with two charge counters on it.

{T}: Add {W}.

{T}, Remove a charge counter from Vivid Meadow: Add one mana of any color.
{W}
Weathered Wayfarer
Creature - Human Nomad Cleric
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
1 / 1
{U}
Wind Zendikon
Enchantment - Aura
Enchant land

Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.

When enchanted land dies, return that card to its owner's hand.
{2}{W}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.
--
Yavimaya Hollow
Legendary Land
{T}: Add {C}.

{G}, {T}: Regenerate target creature.
--
Zoetic Cavern
Land
{T}: Add {C}.

Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)