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Select Main Deck Cards

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Blasted Landscape
Land
{T}: Add {C}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Blasted Landscape
Land
{T}: Add {C}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Blasted Landscape
Land
{T}: Add {C}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Blasted Landscape
Land
{T}: Add {C}.

Cycling {2} ({2}, Discard this card: Draw a card.)
{X}{X}{2}{W}{W}
Decree of Justice
Sorcery
Create X 4/4 white Angel creature tokens with flying.

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Decree of Justice, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
{X}{X}{2}{W}{W}
Decree of Justice
Sorcery
Create X 4/4 white Angel creature tokens with flying.

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Decree of Justice, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
{X}{X}{2}{W}{W}
Decree of Justice
Sorcery
Create X 4/4 white Angel creature tokens with flying.

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Decree of Justice, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
{X}{X}{2}{W}{W}
Decree of Justice
Sorcery
Create X 4/4 white Angel creature tokens with flying.

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Decree of Justice, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
--
Drifting Meadow
Land
Drifting Meadow enters the battlefield tapped.

{T}: Add {W}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Drifting Meadow
Land
Drifting Meadow enters the battlefield tapped.

{T}: Add {W}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Drifting Meadow
Land
Drifting Meadow enters the battlefield tapped.

{T}: Add {W}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Drifting Meadow
Land
Drifting Meadow enters the battlefield tapped.

{T}: Add {W}.

Cycling {2} ({2}, Discard this card: Draw a card.)
{5}{W}{W}
Eternal Dragon
Creature - Dragon Spirit
Flying

{3}{W}{W}: Return Eternal Dragon from your graveyard to your hand. Activate only during your upkeep.

Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
5 / 5
{2}
Fluctuator
Artifact
Cycling abilities you activate cost up to {2} less to activate.
{2}
Fluctuator
Artifact
Cycling abilities you activate cost up to {2} less to activate.
{2}
Fluctuator
Artifact
Cycling abilities you activate cost up to {2} less to activate.
{2}
Fluctuator
Artifact
Cycling abilities you activate cost up to {2} less to activate.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{2}{B}
Ichor Slick
Sorcery
Target creature gets -3/-3 until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Madness {3}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
{2}{B}
Ichor Slick
Sorcery
Target creature gets -3/-3 until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Madness {3}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
{2}{B}
Ichor Slick
Sorcery
Target creature gets -3/-3 until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Madness {3}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
{2}{B}
Ichor Slick
Sorcery
Target creature gets -3/-3 until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Madness {3}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
{5}{G}{G}
Krosan Tusker
Creature - Boar Beast
Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.)

When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.)
6 / 5
{5}{G}{G}
Krosan Tusker
Creature - Boar Beast
Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.)

When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.)
6 / 5
{1}{R}
Lightning Rift
Enchantment
Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to any target.
{1}{R}
Lightning Rift
Enchantment
Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to any target.
{1}{R}
Lightning Rift
Enchantment
Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to any target.
{1}{R}
Lightning Rift
Enchantment
Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to any target.
{1}{W}{W}
Marshaling Cry
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}{W}
Marshaling Cry
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}{W}
Marshaling Cry
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{1}{W}{W}
Marshaling Cry
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Polluted Mire
Land
Polluted Mire enters the battlefield tapped.

{T}: Add {B}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Polluted Mire
Land
Polluted Mire enters the battlefield tapped.

{T}: Add {B}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Polluted Mire
Land
Polluted Mire enters the battlefield tapped.

{T}: Add {B}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Polluted Mire
Land
Polluted Mire enters the battlefield tapped.

{T}: Add {B}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Remote Isle
Land
Remote Isle enters the battlefield tapped.

{T}: Add {U}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Remote Isle
Land
Remote Isle enters the battlefield tapped.

{T}: Add {U}.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Black
Enchantment
{W}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Blue
Enchantment
{W}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Green
Enchantment
{W}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: Red
Enchantment
{W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Rune of Protection: White
Enchantment
{W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Slippery Karst
Land
Slippery Karst enters the battlefield tapped.

{T}: Add {G}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Smoldering Crater
Land
Smoldering Crater enters the battlefield tapped.

{T}: Add {R}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Smoldering Crater
Land
Smoldering Crater enters the battlefield tapped.

{T}: Add {R}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Smoldering Crater
Land
Smoldering Crater enters the battlefield tapped.

{T}: Add {R}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Smoldering Crater
Land
Smoldering Crater enters the battlefield tapped.

{T}: Add {R}.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{3}{B}
Viscera Dragger
Creature - Zombie Ogre Warrior
Cycling {2} ({2}, Discard this card: Draw a card.)

Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
3 / 3
{3}{B}
Viscera Dragger
Creature - Zombie Ogre Warrior
Cycling {2} ({2}, Discard this card: Draw a card.)

Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
3 / 3
{3}{B}
Viscera Dragger
Creature - Zombie Ogre Warrior
Cycling {2} ({2}, Discard this card: Draw a card.)

Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
3 / 3
{3}{B}
Viscera Dragger
Creature - Zombie Ogre Warrior
Cycling {2} ({2}, Discard this card: Draw a card.)

Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
3 / 3