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--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Breeding Pool
Land - Forest Island
({T}: Add {G} or {U}.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{1}{W}{U}
Deputy of Detention
Creature - Vedalken Wizard
When Deputy of Detention enters the battlefield, exile target nonland permanent an opponent controls and all other nonland permanents that player controls with the same name as that permanent until Deputy of Detention leaves the battlefield.
1 / 3
{G}{W}
Dromoka's Command
Instant
Choose two --

• Prevent all damage target instant or sorcery spell would deal this turn.

• Target player sacrifices an enchantment.

• Put a +1/+1 counter on target creature.

• Target creature you control fights target creature you don't control.
{G}{W}
Dromoka's Command
Instant
Choose two --

• Prevent all damage target instant or sorcery spell would deal this turn.

• Target player sacrifices an enchantment.

• Put a +1/+1 counter on target creature.

• Target creature you control fights target creature you don't control.
{G}{W}
Dromoka's Command
Instant
Choose two --

• Prevent all damage target instant or sorcery spell would deal this turn.

• Target player sacrifices an enchantment.

• Put a +1/+1 counter on target creature.

• Target creature you control fights target creature you don't control.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
--
Fabled Passage
Land
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
{1}{U}{U}
Force of Negation
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.

Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
--
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}.)
{G}{G}{U}{U}
Frilled Mystic
Creature - Elf Lizard Wizard
Flash

When Frilled Mystic enters the battlefield, you may counter target spell.
3 / 2
{G}{G}{U}{U}
Frilled Mystic
Creature - Elf Lizard Wizard
Flash

When Frilled Mystic enters the battlefield, you may counter target spell.
3 / 2
{G}{G}{U}{U}
Frilled Mystic
Creature - Elf Lizard Wizard
Flash

When Frilled Mystic enters the battlefield, you may counter target spell.
3 / 2
--
Gavony Township
Land
{T}: Add {C}.

{2}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
{3}{W}{W}
God-Eternal Oketra
Legendary Creature - Zombie God
Double strike

Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.

When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
3 / 6
{3}{W}{W}
God-Eternal Oketra
Legendary Creature - Zombie God
Double strike

Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.

When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
3 / 6
{3}{W}{W}
God-Eternal Oketra
Legendary Creature - Zombie God
Double strike

Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.

When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
3 / 6
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
{1}{G}
Growth-Chamber Guardian
Creature - Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)

Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
2 / 2
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hallowed Fountain
Land - Plains Island
({T}: Add {W} or {U}.)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.

{T}: Add {G} or {U}.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.

{T}: Add {G} or {U}.
{X}{G}{U}
Hydroid Krasis
Creature - Jellyfish Hydra Beast
When you cast this spell, you gain half X life and draw half X cards. Round down each time.

Flying, trample

Hydroid Krasis enters the battlefield with X +1/+1 counters on it.
0 / 0
{X}{G}{U}
Hydroid Krasis
Creature - Jellyfish Hydra Beast
When you cast this spell, you gain half X life and draw half X cards. Round down each time.

Flying, trample

Hydroid Krasis enters the battlefield with X +1/+1 counters on it.
0 / 0
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
{1}{G}
Incubation Druid
Creature - Elf Druid
{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead.

{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
0 / 2
--
Island
Basic Land - Island
({T}: Add {U}.)
{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}
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.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{3}{W}
Restoration Angel
Creature - Angel
Flash

Flying

When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
3 / 4
{3}{W}
Restoration Angel
Creature - Angel
Flash

Flying

When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
3 / 4
{1}{W}{U}
Spell Queller
Creature - Spirit
Flash

Flying

When Spell Queller enters the battlefield, exile target spell with mana value 4 or less.

When Spell Queller leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
2 / 3
{1}{W}{U}
Spell Queller
Creature - Spirit
Flash

Flying

When Spell Queller enters the battlefield, exile target spell with mana value 4 or less.

When Spell Queller leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
2 / 3
{1}{W}{U}
Spell Queller
Creature - Spirit
Flash

Flying

When Spell Queller enters the battlefield, exile target spell with mana value 4 or less.

When Spell Queller leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
2 / 3
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
{1}{G}
Sylvan Caryatid
Creature - Plant
Defender, hexproof

{T}: Add one mana of any color.
0 / 3
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
{1}{W}{U}
Teferi, Time Raveler
Legendary Planeswalker - Teferi
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.

-3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
L: 4
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
--
Temple Garden
Land - Forest Plains
({T}: Add {G} or {W}.)

As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

{1}{W}{U}
Deputy of Detention
Creature - Vedalken Wizard
When Deputy of Detention enters the battlefield, exile target nonland permanent an opponent controls and all other nonland permanents that player controls with the same name as that permanent until Deputy of Detention leaves the battlefield.
1 / 3
{1}{U}{U}
Force of Negation
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.

Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{1}{U}{U}
Force of Negation
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.

Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
{1}{G}{W}
Loxodon Smiter
Creature - Elephant Soldier
This spell can't be countered.

If a spell or ability an opponent controls causes you to discard Loxodon Smiter, put it onto the battlefield instead of putting it into your graveyard.
4 / 4
{1}{G}{W}
Loxodon Smiter
Creature - Elephant Soldier
This spell can't be countered.

If a spell or ability an opponent controls causes you to discard Loxodon Smiter, put it onto the battlefield instead of putting it into your graveyard.
4 / 4
{1}{G}{W}
Loxodon Smiter
Creature - Elephant Soldier
This spell can't be countered.

If a spell or ability an opponent controls causes you to discard Loxodon Smiter, put it onto the battlefield instead of putting it into your graveyard.
4 / 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.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{1}{W}
Rest in Peace
Enchantment
When Rest in Peace enters the battlefield, exile all graveyards.

If a card or token would be put into a graveyard from anywhere, exile it instead.
{2}{W}{W}
Settle the Wreckage
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
{2}{W}{W}
Settle the Wreckage
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
{2}{W}{W}
Settle the Wreckage
Instant
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
{2}{G}{G}
Thrun, the Last Troll
Legendary Creature - Troll Shaman
This spell can't be countered.

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

{1}{G}: Regenerate Thrun, the Last Troll.
4 / 4