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Select Main Deck Cards

{1}{R}
Champion of the Flame
Creature - Human Warrior
Trample

Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.
1 / 1
{1}{R}
Champion of the Flame
Creature - Human Warrior
Trample

Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.
1 / 1
{1}{R}
Champion of the Flame
Creature - Human Warrior
Trample

Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.
1 / 1
{1}{R}
Champion of the Flame
Creature - Human Warrior
Trample

Champion of the Flame gets +2/+2 for each Aura and Equipment attached to it.
1 / 1
--
Clifftop Retreat
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
--
Clifftop Retreat
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
--
Clifftop Retreat
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
--
Clifftop Retreat
Land
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.

{T}: Add {R} or {W}.
{U}
Curious Obsession
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
{U}
Curious Obsession
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
{U}
Curious Obsession
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
{U}
Curious Obsession
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost {1} less to cast.
2 / 2
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost {1} less to cast.
2 / 2
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost {1} less to cast.
2 / 2
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
{U}
Dive Down
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents 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}.
--
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}.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{U}
Mist-Cloaked Herald
Creature - Merfolk Warrior
Mist-Cloaked Herald can't be blocked.
1 / 1
{U}
Mist-Cloaked Herald
Creature - Merfolk Warrior
Mist-Cloaked Herald can't be blocked.
1 / 1
{U}
Mist-Cloaked Herald
Creature - Merfolk Warrior
Mist-Cloaked Herald can't be blocked.
1 / 1
{U}
Mist-Cloaked Herald
Creature - Merfolk Warrior
Mist-Cloaked Herald can't be blocked.
1 / 1
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{W}
Novice Knight
Creature - Human Knight
Defender (This creature can't attack.)

As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
2 / 3
{W}
Novice Knight
Creature - Human Knight
Defender (This creature can't attack.)

As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
2 / 3
{W}
Novice Knight
Creature - Human Knight
Defender (This creature can't attack.)

As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
2 / 3
{W}
Novice Knight
Creature - Human Knight
Defender (This creature can't attack.)

As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
2 / 3
{1}{U}
One With the Wind
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.
{1}{U}
One With the Wind
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.
{1}{U}
One With the Wind
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.
{1}{U}
One With the Wind
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{2}
Rogue's Gloves
Artifact - Equipment
Whenever equipped creature deals combat damage to a player, you may draw a card.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{2}
Rogue's Gloves
Artifact - Equipment
Whenever equipped creature deals combat damage to a player, you may draw a card.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{2}
Shield of the Realm
Artifact - Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.

Equip {1}
{2}
Shield of the Realm
Artifact - Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.

Equip {1}
{2}
Shield of the Realm
Artifact - Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.

Equip {1}
{2}
Shield of the Realm
Artifact - Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.

Equip {1}
{1}
Short Sword
Artifact - Equipment
Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{1}
Short Sword
Artifact - Equipment
Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{1}
Short Sword
Artifact - Equipment
Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
{1}
Short Sword
Artifact - Equipment
Equipped creature gets +1/+1.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
--
Sulfur Falls
Land
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.

{T}: Add {U} or {R}.
--
Sulfur Falls
Land
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.

{T}: Add {U} or {R}.
--
Sulfur Falls
Land
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.

{T}: Add {U} or {R}.
--
Sulfur Falls
Land
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.

{T}: Add {U} or {R}.
{2}{R}
Valduk, Keeper of the Flame
Legendary Creature - Human Shaman
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
3 / 2
{2}{R}
Valduk, Keeper of the Flame
Legendary Creature - Human Shaman
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
3 / 2
{2}{R}
Valduk, Keeper of the Flame
Legendary Creature - Human Shaman
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
3 / 2