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{2}{G}
Abzan Beastmaster
Creature - Dog Shaman
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
2 / 1
{1}{W}{W}
Always Watching
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
{1}{W}
Angelic Wall
Creature - Wall
Defender (This creature can't attack.)

Flying
0 / 4
{1}{G}{W}{U}
Arcades, the Strategist
Legendary Creature - Elder Dragon
Flying, vigilance

Whenever a creature with defender enters the battlefield under your control, draw a card.

Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
3 / 5
{1}{G}
Assault Formation
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power.

{G}: Target creature with defender can attack this turn as though it didn't have defender.

{2}{G}: Creatures you control get +0/+1 until end of turn.
{2}{G}
Axebane Guardian
Creature - Human Druid
Defender

{T}: Add X mana in any combination of colors, where X is the number of creatures with defender you control.
0 / 3
{2}{G}
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
{5}{G}{W}
Belligerent Brontodon
Creature - Dinosaur
Each creature you control assigns combat damage equal to its toughness rather than its power.
4 / 6
{1}{W}
Brave the Sands
Enchantment
Creatures you control have vigilance.

Each creature you control can block an additional creature each combat.
{1}{G}{G}
Carven Caryatid
Creature - Spirit
Defender (This creature can't attack.)

When Carven Caryatid enters the battlefield, draw a card.
2 / 5
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{U}{U}
Counterspell
Instant
Counter target spell.
{1}{G}
Cryptolith Rite
Enchantment
Creatures you control have "{T}: Add one mana of any color."
{3}
Darksteel Ingot
Artifact
Indestructible

{T}: Add one mana of any color.
{2}{U}
Drift of Phantasms
Creature - Spirit
Defender (This creature can't attack.)

Flying

Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
0 / 5
{2}{W}{W}{ // }{3}{W}{W}
Dusk // Dawn
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Return all creature cards with power 2 or less from your graveyard to your hand.
{2}{W}
Eerie Interlude
Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
{W}
Enlightened Tutor
Instant
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
{4}{W}
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{G}
Gatecreeper Vine
Creature - Plant
Defender

When Gatecreeper Vine enters the battlefield, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.
0 / 2
{2}{U}
Geist of the Archives
Creature - Spirit
Defender

At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
0 / 4
{2}{G}{G}
Harmonize
Sorcery
Draw three cards.
{2}{U}
Hover Barrier
Creature - Illusion Wall
Defender, flying
0 / 6
--
Island
Basic Land - Island
({T}: Add {U}.)
{1}{W}
Jeskai Barricade
Creature - Wall
Flash (You may cast this spell any time you could cast an instant.)

Defender

When Jeskai Barricade enters the battlefield, you may return another target creature you control to its owner's hand.
0 / 4
{2}{G}{U}
Jungle Barrier
Creature - Plant Wall
Defender (This creature can't attack.)

When Jungle Barrier enters the battlefield, draw a card.
2 / 6
{4}
Junktroller
Artifact Creature - Golem
Defender

{T}: Put target card from a graveyard on the bottom of its owner's library.
0 / 6
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{2}{W}
Make a Stand
Instant
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
{3}{W}
Marble Titan
Creature - Giant
Creatures with power 3 or greater don't untap during their controllers' untap steps.
3 / 3
{1}
Meekstone
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
{2}{W}
Mentor of the Meek
Creature - Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card.
2 / 2
{4}{U}
Mnemonic Wall
Creature - Wall
Defender

When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.
0 / 4
{2}{U}
Monastery Flock
Creature - Bird
Defender, flying

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
0 / 5
{1}{W}
Orator of Ojutai
Creature - Bird Monk
As an additional cost to cast this spell, you may reveal a Dragon card from your hand.

Defender, flying

When Orator of Ojutai enters the battlefield, if you revealed a Dragon card or controlled a Dragon as you cast this spell, draw a card.
0 / 4
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
{W}
Perimeter Captain
Creature - Human Soldier
Defender

Whenever a creature you control with defender blocks, you may gain 2 life.
0 / 4
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{2}{W}
Recruiter of the Guard
Creature - Human Soldier
When Recruiter of the Guard enters the battlefield, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
1 / 1
{2}{W}{W}
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
{1}{W}{W}
Slaughter the Strong
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{4}{W}{W}
Solar Tide
Sorcery
Choose one --

• Destroy all creatures with power 2 or less.

• Destroy all creatures with power 3 or greater.

Entwine--Sacrifice two lands. (Choose both if you pay the entwine cost.)
{2}{W}
Soulsworn Jury
Creature - Spirit
Defender (This creature can't attack.)

{1}{U}, Sacrifice Soulsworn Jury: Counter target creature spell.
1 / 4
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
{1}{W}
Sunscape Familiar
Creature - Wall
Defender (This creature can't attack.)

Green spells and blue spells you cast cost {1} less to cast.
0 / 3
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
{2}{W}
Teferi's Protection
Instant
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)

Exile Teferi's Protection.
{1}{U}
Tetsuko Umezawa, Fugitive
Legendary Creature - Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
1 / 3
{3}{G}
Tree of Redemption
Creature - Plant
Defender

{T}: Exchange your life total with Tree of Redemption's toughness.
0 / 13
{1}{G}
Ulvenwald Captive
Creature - Werewolf Horror
Defender

{T}: Add {G}.

{5}{G}{G}: Transform Ulvenwald Captive.
1 / 2
--
Ulvenwald Abomination
Creature - Eldrazi Werewolf

{T}: Add {C}{C}.
1 / 2
{1}{G}
Vine Trellis
Creature - Plant Wall
Defender (This creature can't attack.)

{T}: Add {G}.
0 / 4
{1}{U}{U}
Wall of Air
Creature - Wall
Defender, flying (This creature can't attack, and it can block creatures with flying.)
1 / 5
{1}{G}
Wall of Blossoms
Creature - Plant Wall
Defender

When Wall of Blossoms enters the battlefield, draw a card.
0 / 4
{1}{W}{U}
Wall of Denial
Creature - Wall
Defender, flying

Shroud (This creature can't be the target of spells or abilities.)
0 / 8
{1}{U}{U}
Wall of Frost
Creature - Wall
Defender

Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
0 / 7
{2}
Wall of Junk
Artifact Creature - Wall
Defender (This creature can't attack.)

When Wall of Junk blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
0 / 7
{1}{G}
Wall of Mulch
Creature - Wall
Defender (This creature can't attack.)

{G}, Sacrifice a Wall: Draw a card.
0 / 4
{1}{W}{W}
Wall of Nets
Creature - Wall
Defender (This creature can't attack.)

At end of combat, exile all creatures blocked by Wall of Nets.

When Wall of Nets leaves the battlefield, return all cards exiled with Wall of Nets to the battlefield under their owners' control.
0 / 7
{1}{W}
Wall of Omens
Creature - Wall
Defender

When Wall of Omens enters the battlefield, draw a card.
0 / 4
{1}{G}
Wall of Roots
Creature - Plant Wall
Defender

Put a -0/-1 counter on Wall of Roots: Add {G}. Activate only once each turn.
0 / 5
{4}{W}
Wave of Reckoning
Sorcery
Each creature deals damage to itself equal to its power.

{1}{W}
Rolling Stones
Enchantment
Wall creatures can attack as though they didn't have defender.
{1}{G}
Tower Defense
Instant
Creatures you control get +0/+5 and gain reach until end of turn.
{3}{W}
Wakestone Gargoyle
Creature - Gargoyle
Defender, flying

{1}{W}: Creatures you control with defender can attack this turn as though they didn't have defender.
3 / 4