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{1}{U}{U}
Admiral's Order
Instant
Raid -- If you attacked this turn, you may pay {U} rather than pay this spell's mana cost.

Counter target spell.
{1}{U}{U}
Admiral's Order
Instant
Raid -- If you attacked this turn, you may pay {U} rather than pay this spell's mana cost.

Counter target spell.
{1}{U}{U}
Admiral's Order
Instant
Raid -- If you attacked this turn, you may pay {U} rather than pay this spell's mana cost.

Counter target spell.
{1}{U}{U}
Admiral's Order
Instant
Raid -- If you attacked this turn, you may pay {U} rather than pay this spell's mana cost.

Counter target spell.
--
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.
--
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.
{3}{W}{W}
Cleansing Nova
Sorcery
Choose one --

• Destroy all creatures.

• Destroy all artifacts and enchantments.
--
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}
Fountain of Renewal
Artifact
At the beginning of your upkeep, you gain 1 life.

{3}, Sacrifice Fountain of Renewal: Draw a card.
{1}
Fountain of Renewal
Artifact
At the beginning of your upkeep, you gain 1 life.

{3}, Sacrifice Fountain of Renewal: Draw a card.
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land

When Gift of Paradise enters the battlefield, you gain 3 life.

Enchanted land has "{T}: Add two mana of any one color."
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land

When Gift of Paradise enters the battlefield, you gain 3 life.

Enchanted land has "{T}: Add two mana of any one color."
{2}{G}
Gift of Paradise
Enchantment - Aura
Enchant land

When Gift of Paradise enters the battlefield, you gain 3 life.

Enchanted land has "{T}: Add two mana of any one color."
--
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}.
{G}{U}
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
{G}{U}
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
{G}{U}
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
--
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}.
--
Hinterland Harbor
Land
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.

{T}: Add {G} 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}.)
{G}
Open the Gates
Sorcery
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
{G}
Open the Gates
Sorcery
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
{G}
Open the Gates
Sorcery
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
{2}{G}
Pause for Reflection
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Prevent all combat damage that would be dealt this turn.
{2}{G}
Pause for Reflection
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Prevent all combat damage that would be dealt this turn.
{2}{G}
Pause for Reflection
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Prevent all combat damage that would be dealt this turn.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{1}{G}
Root Snare
Instant
Prevent all combat damage that would be dealt this turn.
{1}{G}
Root Snare
Instant
Prevent all combat damage that would be dealt this turn.
{1}{G}
Root Snare
Instant
Prevent all combat damage that would be dealt this turn.
{1}{G}
Root Snare
Instant
Prevent all combat damage that would be dealt this turn.
{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.
--
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}.
--
Sunpetal Grove
Land
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
{2}{G}
Sylvan Awakening
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
{2}{G}
Sylvan Awakening
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
{2}{G}
Sylvan Awakening
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
{2}{G}
Sylvan Awakening
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
{3}{W}{U}
Teferi, Hero of Dominaria
Legendary Planeswalker - Teferi
+1: Draw a card. At the beginning of the next end step, untap up to two lands.

-3: Put target nonland permanent into its owner's library third from the top.

-8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
L: 4
{3}{W}{U}
Teferi, Hero of Dominaria
Legendary Planeswalker - Teferi
+1: Draw a card. At the beginning of the next end step, untap up to two lands.

-3: Put target nonland permanent into its owner's library third from the top.

-8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
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.
{2}{W}
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.

Addendum -- If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
{2}{W}
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.

Addendum -- If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
{2}{W}
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.

Addendum -- If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.