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Select Main Deck Cards

{2}{W}
Angelic Blessing
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
{2}{W}{W}
Angelic Destiny
Enchantment - Aura
Enchant creature

Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.

When enchanted creature dies, return Angelic Destiny to its owner's hand.
{W}
Archery Training
Enchantment - Aura
Enchant creature

At the beginning of your upkeep, you may put an arrow counter on Archery Training.

Enchanted creature has "{T}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
{3}{W}
Armored Ascension
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each Plains you control and has flying.
{1}{W}
Call to Serve
Enchantment - Aura
Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
{2}{W}{W}
Concerted Effort
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
{2}{W}{W}
Elspeth, Knight-Errant
Legendary Planeswalker - Elspeth
+1: Create a 1/1 white Soldier creature token.

+1: Target creature gets +3/+3 and gains flying until end of turn.

-8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
L: 4
{1}{G}
Elvish Archers
Creature - Elf Archer
First strike
2 / 1
{G}
Ezuri's Archers
Creature - Elf Archer
Reach (This creature can block creatures with flying.)

Whenever Ezuri's Archers blocks a creature with flying, Ezuri's Archers gets +3/+0 until end of turn.
1 / 2
--
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}.)
--
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}.)
--
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}.)
{4}{G}
Greatbow Doyen
Creature - Elf Archer
Other Archer creatures you control get +1/+1.

Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller.
2 / 4
{X}{W}
Hail of Arrows
Instant
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
{1}{W}
Island Sanctuary
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
{2}{W}
Keen-Eyed Archers
Creature - Elf Archer
Reach (This creature can block creatures with flying.)
2 / 2
{2}{G}
Lys Alana Bowmaster
Creature - Elf Archer
Reach

Whenever you cast an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.
2 / 2
{1}{G/W}
Medicine Runner
Creature - Elf Cleric
When Medicine Runner enters the battlefield, you may remove a counter from target permanent.
2 / 1
{3}{G}
Norwood Archers
Creature - Elf Archer
Reach (This creature can block creatures with flying.)
3 / 3
{2}{G/W}
Oracle of Nectars
Creature - Elf Cleric
{X}, {T}: You gain X life.
2 / 2
--
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}.)
--
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}.)
{G/W}
Rhys the Redeemed
Legendary Creature - Elf Warrior
{2}{G/W}, {T}: Create a 1/1 green and white Elf Warrior creature token.

{4}{G/W}{G/W}, {T}: For each creature token you control, create a token that's a copy of that creature.
1 / 1
{3}{W}
Rune-Cervin Rider
Creature - Elf Knight
Flying

{G/W}{G/W}: Rune-Cervin Rider gets +1/+1 until end of turn.
2 / 2
{3}{G/W}
Safehold Duo
Creature - Elf Warrior Shaman
Whenever you cast a green spell, Safehold Duo gets +1/+1 until end of turn.

Whenever you cast a white spell, Safehold Duo gains vigilance until end of turn.
2 / 4
{1}{G/W}
Safehold Elite
Creature - Elf Scout
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
2 / 2
{1}{W}
Safehold Sentry
Creature - Elf Warrior
{2}{W}, {Q}: Safehold Sentry gets +0/+2 until end of turn. ({Q} is the untap symbol.)
2 / 2
{G}
Scattershot Archer
Creature - Elf Archer
{T}: Scattershot Archer deals 1 damage to each creature with flying.
1 / 2
{3}{G}{W}
Selesnya Sagittars
Creature - Elf Archer
Reach (This creature can block creatures with flying.)

Selesnya Sagittars can block an additional creature each combat.
2 / 5
{2}{G/W}
Shield of the Oversoul
Enchantment - Aura
Enchant creature

As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)

As long as enchanted creature is white, it gets +1/+1 and has flying.
{G}
Skyshroud Archer
Creature - Elf Archer
{T}: Target creature with flying gets -1/-1 until end of turn.
1 / 1
--
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.
{4}{G}
Tel-Jilad Archers
Creature - Elf Archer
Protection from artifacts; reach (This creature can block creatures with flying.)
2 / 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.
{2}{G}
Titania's Chosen
Creature - Elf Archer
Whenever a player casts a green spell, put a +1/+1 counter on Titania's Chosen.
1 / 1
{2}{G}
Treetop Rangers
Creature - Elf Ranger
Treetop Rangers can't be blocked except by creatures with flying.
2 / 2
{G}
Treetop Scout
Creature - Elf Scout
Treetop Scout can't be blocked except by creatures with flying.
1 / 1
{G/W}{G/W}{G/W}
Wilt-Leaf Cavaliers
Creature - Elf Knight
Vigilance
3 / 4
{1}{G/W}{G/W}{G/W}
Wilt-Leaf Liege
Creature - Elf Knight
Other green creatures you control get +1/+1.

Other white creatures you control get +1/+1.

If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it onto the battlefield instead of putting it into your graveyard.
4 / 4
{2}{W}{W}
Windborne Charge
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.