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Select Main Deck Cards

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Adarkar Wastes
Land
{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.
--
Arid Mesa
Land
{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
--
Botanical Sanctum
Land
Botanical Sanctum enters the battlefield tapped unless you control two or fewer other lands.

{T}: Add {G} or {U}.
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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.
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Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.

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

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
{W}{U}
Deputy of Acquittals
Creature - Human Wizard
Flash (You may cast this spell any time you could cast an instant.)

When Deputy of Acquittals enters the battlefield, you may return another target creature you control to its owner's hand.
2 / 2
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Field of Ruin
Land
{T}: Add {C}.

{2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
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Flooded Strand
Land
{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
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Forest
Basic Land - Forest
({T}: Add {G}.)
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Forest
Basic Land - Forest
({T}: Add {G}.)
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Forest
Basic Land - Forest
({T}: Add {G}.)
{1}{W}{U}
Geist of Saint Traft
Legendary Creature - Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
2 / 2
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Ghost Quarter
Land
{T}: Add {C}.

{T}, Sacrifice Ghost Quarter: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
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Glacial Fortress
Land
Glacial Fortress enters tapped unless you control a Plains or an Island.

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

{T}: Add {G} or {U}.
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Horizon Canopy
Land
{T}, Pay 1 life: Add {G} or {W}.

{1}, {T}, Sacrifice Horizon Canopy: Draw a card.
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Irrigated Farmland
Land - Plains Island
({T}: Add {W} or {U}.)

Irrigated Farmland enters the battlefield tapped.

Cycling {2} ({2}, Discard this card: Draw a card.)
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Island
Basic Land - Island
({T}: Add {U}.)
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Island
Basic Land - Island
({T}: Add {U}.)
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Island
Basic Land - Island
({T}: Add {U}.)
--
Lumbering Falls
Land
Lumbering Falls enters the battlefield tapped.

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

{2}{G}{U}: Lumbering Falls becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
--
Marsh Flats
Land
{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
{W}{U}
Meddling Mage
Creature - Human Wizard
As Meddling Mage enters the battlefield, choose a nonland card name.

Spells with the chosen name can't be cast.
2 / 2
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Misty Rainforest
Land
{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
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Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
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Plains
Basic Land - Plains
({T}: Add {W}.)
--
Polluted Delta
Land
{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
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Razorverge Thicket
Land
Razorverge Thicket enters tapped unless you control two or fewer other lands.

{T}: Add {G} or {W}.
--
Scalding Tarn
Land
{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
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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.)
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Seachrome Coast
Land
Seachrome Coast enters tapped unless you control two or fewer other lands.

{T}: Add {W} or {U}.
--
Stirring Wildwood
Land
Stirring Wildwood enters the battlefield tapped.

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

{1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.
--
Sunpetal Grove
Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
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.
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Verdant Catacombs
Land
{T}, Pay 1 life, Sacrifice Verdant Catacombs: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
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Windswept Heath
Land
{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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Wooded Foothills
Land
{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
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Yavimaya Coast
Land
{T}: Add {C}.

{T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you.