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{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{3}{W}
Call the Cavalry
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
{3}{W}
Call the Cavalry
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
{3}{W}
Call the Cavalry
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
{3}{W}
Cast Out
Enchantment
Flash

When Cast Out enters the battlefield, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.

Cycling {W} ({W}, Discard this card: Draw a card.)
{3}{W}
Cast Out
Enchantment
Flash

When Cast Out enters the battlefield, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.

Cycling {W} ({W}, Discard this card: Draw a card.)
{W}
Dauntless Bodyguard
Creature - Human Knight
As Dauntless Bodyguard enters, choose another creature you control.

Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
2 / 1
{W}
Dauntless Bodyguard
Creature - Human Knight
As Dauntless Bodyguard enters, choose another creature you control.

Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
2 / 1
{W}
Dauntless Bodyguard
Creature - Human Knight
As Dauntless Bodyguard enters, choose another creature you control.

Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
2 / 1
{W}
Dauntless Bodyguard
Creature - Human Knight
As Dauntless Bodyguard enters, choose another creature you control.

Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
2 / 1
--
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}.)
--
Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{W}{W}
History of Benalia
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Create a 2/2 white Knight creature token with vigilance.

III -- Knights you control get +2/+1 until end of turn.
{1}{W}{W}
History of Benalia
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Create a 2/2 white Knight creature token with vigilance.

III -- Knights you control get +2/+1 until end of turn.
{1}{W}{W}
History of Benalia
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Create a 2/2 white Knight creature token with vigilance.

III -- Knights you control get +2/+1 until end of turn.
{1}{W}{W}
History of Benalia
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Create a 2/2 white Knight creature token with vigilance.

III -- Knights you control get +2/+1 until end of turn.
{2}{G}{W}
Huatli, Radiant Champion
Legendary Planeswalker - Huatli
+1: Put a loyalty counter on Huatli, Radiant Champion for each creature you control.

-1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.

-8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
L: 3
{1}{W}
Knight of Grace
Creature - Human Knight
First strike

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

Knight of Grace gets +1/+0 as long as any player controls a black permanent.
2 / 2
{1}{W}
Knight of Grace
Creature - Human Knight
First strike

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

Knight of Grace gets +1/+0 as long as any player controls a black permanent.
2 / 2
{1}{W}
Knight of Grace
Creature - Human Knight
First strike

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

Knight of Grace gets +1/+0 as long as any player controls a black permanent.
2 / 2
{1}{W}
Knight of Grace
Creature - Human Knight
First strike

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

Knight of Grace gets +1/+0 as long as any player controls a black permanent.
2 / 2
{3}{W}{W}
Lyra Dawnbringer
Legendary Creature - Angel
Flying, first strike, lifelink

Other Angels you control get +1/+1 and have lifelink.
5 / 5
--
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}.)
{2}{W}
Radiant Destiny
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
{2}{W}
Radiant Destiny
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
--
Scattered Groves
Land - Forest Plains
({T}: Add {G} or {W}.)

Scattered Groves enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Scattered Groves
Land - Forest Plains
({T}: Add {G} or {W}.)

Scattered Groves enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Scattered Groves
Land - Forest Plains
({T}: Add {G} or {W}.)

Scattered Groves enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
--
Scattered Groves
Land - Forest Plains
({T}: Add {G} or {W}.)

Scattered Groves enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
{1}{W}
Seal Away
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
{1}{W}
Seal Away
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
{1}{W}
Seal Away
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
{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.
{3}{W}
Shalai, Voice of Plenty
Legendary Creature - Angel
Flying

You, planeswalkers you control, and other creatures you control have hexproof.

{4}{G}{G}: Put a +1/+1 counter on each creature you control.
3 / 4
{3}{W}
Shalai, Voice of Plenty
Legendary Creature - Angel
Flying

You, planeswalkers you control, and other creatures you control have hexproof.

{4}{G}{G}: Put a +1/+1 counter on each creature you control.
3 / 4
{3}{W}
Shalai, Voice of Plenty
Legendary Creature - Angel
Flying

You, planeswalkers you control, and other creatures you control have hexproof.

{4}{G}{G}: Put a +1/+1 counter on each creature you control.
3 / 4
{1}{G}
Song of Freyalise
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Until your next turn, creatures you control gain "{T}: Add one mana of any color."

III -- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
{1}{G}
Song of Freyalise
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Until your next turn, creatures you control gain "{T}: Add one mana of any color."

III -- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
{1}{G}
Song of Freyalise
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Until your next turn, creatures you control gain "{T}: Add one mana of any color."

III -- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
{1}{G}
Song of Freyalise
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Until your next turn, creatures you control gain "{T}: Add one mana of any color."

III -- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
--
Sunpetal Grove
Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains.

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

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

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

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

{W}
Authority of the Consuls
Enchantment
Creatures your opponents control enter tapped.

Whenever a creature an opponent controls enters, you gain 1 life.
{W}
Authority of the Consuls
Enchantment
Creatures your opponents control enter tapped.

Whenever a creature an opponent controls enters, you gain 1 life.
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{1}{G}
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
{2}{G}{W}
Huatli, Radiant Champion
Legendary Planeswalker - Huatli
+1: Put a loyalty counter on Huatli, Radiant Champion for each creature you control.

-1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.

-8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
L: 3
{2}{W}
Invoke the Divine
Instant
Destroy target artifact or enchantment. You gain 4 life.
{2}{W}
Invoke the Divine
Instant
Destroy target artifact or enchantment. You gain 4 life.
{3}{W}
Ixalan's Binding
Enchantment
When Ixalan's Binding enters the battlefield, exile target nonland permanent an opponent controls until Ixalan's Binding leaves the battlefield.

Your opponents can't cast spells with the same name as the exiled card.
{3}{W}
Ixalan's Binding
Enchantment
When Ixalan's Binding enters the battlefield, exile target nonland permanent an opponent controls until Ixalan's Binding leaves the battlefield.

Your opponents can't cast spells with the same name as the exiled card.
{3}
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.

Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.
{3}
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.

Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.
{3}{W}{W}
Lyra Dawnbringer
Legendary Creature - Angel
Flying, first strike, lifelink

Other Angels you control get +1/+1 and have lifelink.
5 / 5
{2}
Sorcerous Spyglass
Artifact
As Sorcerous Spyglass enters the battlefield, look at an opponent's hand, then choose any card name.

Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
{2}
Sorcerous Spyglass
Artifact
As Sorcerous Spyglass enters the battlefield, look at an opponent's hand, then choose any card name.

Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.