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Select Main Deck Cards

{W}{B}{G}
Abzan Ascendancy
Enchantment
When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control.

Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
{W}{B}{G}
Abzan Ascendancy
Enchantment
When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control.

Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
{W}{B}{G}
Abzan Charm
Instant
Choose one --

• Exile target creature with power 3 or greater.

• You draw two cards and you lose 2 life.

• Distribute two +1/+1 counters among one or two target creatures.
{W}{B}{G}
Abzan Charm
Instant
Choose one --

• Exile target creature with power 3 or greater.

• You draw two cards and you lose 2 life.

• Distribute two +1/+1 counters among one or two target creatures.
{1}{G}
Archers' Parapet
Creature - Wall
Defender

{1}{B}, {T}: Each opponent loses 1 life.
0 / 5
{2}{W}{B}{G}
Armament Corps
Creature - Human Soldier
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
4 / 4
{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.
{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}
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
{4}{W}
Dazzling Ramparts
Creature - Wall
Defender

{1}{W}, {T}: Tap target creature.
0 / 7
{W}
Dragon's Eye Sentry
Creature - Human Monk
Defender, first strike
1 / 3
{W}
Dragon's Eye Sentry
Creature - Human Monk
Defender, first strike
1 / 3
{1}{B}{B}
Drown in Sorrow
Sorcery
All creatures get -2/-2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{1}{B}{B}
Drown in Sorrow
Sorcery
All creatures get -2/-2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{1}{W}
Echoes of the Kin Tree
Enchantment
{2}{W}: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
{1}{W}
Echoes of the Kin Tree
Enchantment
{2}{W}: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
{G}
Experiment One
Creature - Human Ooze
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.
1 / 1
{G}
Experiment One
Creature - Human Ooze
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Remove two +1/+1 counters from Experiment One: Regenerate Experiment One.
1 / 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}.)
{3}{W}
High Sentinels of Arashin
Creature - Bird Soldier
Flying

High Sentinels of Arashin gets +1/+1 for each other creature you control with a +1/+1 counter on it.

{3}{W}: Put a +1/+1 counter on target creature.
3 / 4
{3}{W}
High Sentinels of Arashin
Creature - Bird Soldier
Flying

High Sentinels of Arashin gets +1/+1 for each other creature you control with a +1/+1 counter on it.

{3}{W}: Put a +1/+1 counter on target creature.
3 / 4
{2}{W}{B}{G}
Ivorytusk Fortress
Creature - Elephant
Untap each creature you control with a +1/+1 counter on it during each other player's untap step.
5 / 7
{G}
Jaddi Offshoot
Creature - Plant
Defender

Landfall -- Whenever a land enters the battlefield under your control, you gain 1 life.
0 / 3
{2}{B}
Kheru Bloodsucker
Creature - Vampire
Whenever a creature you control with toughness 4 or greater dies, each opponent loses 2 life and you gain 2 life.

{2}{B}, Sacrifice another creature: Put a +1/+1 counter on Kheru Bloodsucker.
2 / 2
{4}{B}
Kheru Dreadmaw
Creature - Zombie Crocodile
Defender

{1}{G}, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
4 / 4
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{1}{G}
Overgrown Battlement
Creature - Wall
Defender

{T}: Add {G} for each creature you control with defender.
0 / 4
{W}
Perimeter Captain
Creature - Human Soldier
Defender

Whenever a creature you control with defender blocks, you may gain 2 life.
0 / 4
{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}.)
--
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}.)
--
Sandsteppe Citadel
Land
Sandsteppe Citadel enters the battlefield tapped.

{T}: Add {W}, {B}, or {G}.
--
Sandsteppe Citadel
Land
Sandsteppe Citadel enters the battlefield tapped.

{T}: Add {W}, {B}, or {G}.
--
Sandsteppe Citadel
Land
Sandsteppe Citadel enters the battlefield tapped.

{T}: Add {W}, {B}, or {G}.
--
Sandsteppe Citadel
Land
Sandsteppe Citadel enters the battlefield tapped.

{T}: Add {W}, {B}, or {G}.
--
Savage Lands
Land
Savage Lands enters the battlefield tapped.

{T}: Add {B}, {R}, or {G}.
--
Savage Lands
Land
Savage Lands enters the battlefield tapped.

{T}: Add {B}, {R}, or {G}.
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
{1}{W}
Stalwart Shield-Bearers
Creature - Human Soldier
Defender

Other creatures you control with defender get +0/+2.
0 / 3
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{2}{G}
Tuskguard Captain
Creature - Human Warrior
Outlast {G} ({G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has trample.
2 / 3
{3}{R}
Vent Sentinel
Creature - Elemental
Defender

{1}{R}, {T}: Vent Sentinel deals damage to target player or planeswalker equal to the number of creatures you control with defender.
2 / 4
{3}{R}
Vent Sentinel
Creature - Elemental
Defender

{1}{R}, {T}: Vent Sentinel deals damage to target player or planeswalker equal to the number of creatures you control with defender.
2 / 4
{3}{R}
Vent Sentinel
Creature - Elemental
Defender

{1}{R}, {T}: Vent Sentinel deals damage to target player or planeswalker equal to the number of creatures you control with defender.
2 / 4
{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
{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