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{3}{G}{G}
Acidic Slime
Creature - Ooze
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
2 / 2
{2}{G}
Ancestral Mask
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
{3}{W}
Anointed Procession
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
{1}{W}{W}
Archetype of Courage
Enchantment Creature - Human Soldier
Creatures you control have first strike.

Creatures your opponents control lose first strike and can't have or gain first strike.
2 / 2
{4}{U}{U}
Archetype of Imagination
Enchantment Creature - Human Wizard
Creatures you control have flying.

Creatures your opponents control lose flying and can't have or gain flying.
3 / 2
{2}{W}
Auramancer
Creature - Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
2 / 2
--
Azorius Chancery
Land
Azorius Chancery enters the battlefield tapped.

When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.

{T}: Add {W}{U}.
{2}
Azorius Signet
Artifact
{1}, {T}: Add {W}{U}.
{G}{W}{U}
Bant Charm
Instant
Choose one --

• Destroy target artifact.

• Put target creature on the bottom of its owner's library.

• Counter target instant spell.
{2}{G}
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
{2}{G}
Benefaction of Rhonas
Sorcery
Reveal the top five cards of your library. You may put a creature card and/or an enchantment card from among them into your hand. Put the rest into your graveyard.
{X}{U}{U}{U}
Blue Sun's Zenith
Instant
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
{2}{U}{U}
Bone to Ash
Instant
Counter target creature spell.

Draw a card.
{1}{G}{G}
Bow of Nylea
Legendary Enchantment Artifact
Attacking creatures you control have deathtouch.

{1}{G}, {T}: Choose one --

• Put a +1/+1 counter on target creature.

• Bow of Nylea deals 2 damage to target creature with flying.

• You gain 3 life.

• Put up to four target cards from your graveyard on the bottom of your library in any order.
{3}{W}{W}
Celestial Ancient
Creature - Elemental
Flying

Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
3 / 3
{5}
Coat of Arms
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
--
Command Tower
Land
{T}: Add one mana of any color in your commander's color identity.
{3}
Commander's Sphere
Artifact
{T}: Add one mana of any color in your commander's color identity.

Sacrifice Commander's Sphere: Draw a card.
{1}{G}
Commune with the Gods
Sorcery
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
{U}{U}
Counterspell
Instant
Counter target spell.
{1}{G}
Cryptolith Rite
Enchantment
Creatures you control have "{T}: Add one mana of any color."
{2}{G}
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{1}{U}
Cyclonic Rift
Instant
Return target nonland permanent you don't control to its owner's hand.

Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
{1}{U}{U}
Disallow
Instant
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
{1}{G}
Druid's Deliverance
Instant
Prevent all combat damage that would be dealt to you this turn. Populate. (Create a token that's a copy of a creature token you control.)
{2}{G}{G}
Eidolon of Blossoms
Enchantment Creature - Spirit
Constellation -- Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.
2 / 2
{G}
Elvish Mystic
Creature - Elf Druid
{T}: Add {G}.
1 / 1
{2}{W}{U}
Ephara, God of the Polis
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to white and blue is less than seven, Ephara isn't a creature.

At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
6 / 5
{W}
Ethereal Armor
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{3}{G}
Explosive Vegetation
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
{1}{G}
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
{2}{G}{U}
Fathom Mage
Creature - Human Wizard
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.)

Whenever a +1/+1 counter is put on Fathom Mage, you may draw a card.
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}.)
--
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}.)
{3}{G}
Forgotten Ancient
Creature - Elemental
Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient.

At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.
0 / 3
{W}{W}
Grand Abolisher
Creature - Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
2 / 2
--
Graypelt Refuge
Land
Graypelt Refuge enters the battlefield tapped.

When Graypelt Refuge enters the battlefield, you gain 1 life.

{T}: Add {G} or {W}.
{1}{W}
Greater Auramancy
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)

Enchanted creatures you control have shroud.
{2}{G/W}{G/W}
Growing Ranks
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
{2}{G}
Growing Rites of Itlimoc
Legendary Enchantment
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
--
Itlimoc, Cradle of the Sun
Legendary Land

(Transforms from Growing Rites of Itlimoc.)

{T}: Add {G}.

{T}: Add {G} for each creature you control.
{1}{G}
Gyre Sage
Creature - Elf Druid
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.)

{T}: Add {G} for each +1/+1 counter on Gyre Sage.
1 / 2
{3}{W}
Heliod, God of the Sun
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to white is less than five, Heliod isn't a creature. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)

Other creatures you control have vigilance.

{2}{W}{W}: Create a 2/1 white Cleric enchantment creature token.
5 / 6
{1}{G}
Herald of the Pantheon
Creature - Centaur Shaman
Enchantment spells you cast cost {1} less to cast.

Whenever you cast an enchantment spell, you gain 1 life.
2 / 2
--
Hinterland Harbor
Land
Hinterland Harbor enters 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}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{G}{W}{U}
Jenara, Asura of War
Legendary Creature - Angel
Flying

{1}{W}: Put a +1/+1 counter on Jenara, Asura of War.
3 / 3
{3}{G}{W}
Karametra, God of Harvests
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to green and white is less than seven, Karametra isn't a creature.

Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
6 / 7
{2}{G}
Kodama's Reach
Sorcery - Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{G}
Llanowar Elves
Creature - Elf Druid
{T}: Add {G}.
1 / 1
{1}{W}{W}
Mesa Enchantress
Creature - Human Druid
Whenever you cast an enchantment spell, you may draw a card.
0 / 2
{3}{G}{W}
Mirari's Wake
Enchantment
Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana of any type that land produced.
{1}{U}
Negate
Instant
Counter target noncreature spell.
{3}{G}
Nylea, God of the Hunt
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to green is less than five, Nylea isn't a creature. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)

Other creatures you control have trample.

{3}{G}: Target creature gets +2/+2 until end of turn.
6 / 6
--
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}.)
{4}{G}
Primal Vigor
Enchantment
If one or more tokens would be created, twice that many of those tokens are created instead.

If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
{2}{G}{G}{U}{U}
Prime Speaker Zegana
Legendary Creature - Merfolk Wizard
Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures you control.

When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.
1 / 1
{X}{U}{U}
Pull from Tomorrow
Instant
Draw X cards, then discard a card.
{2}{W}
Radiant Destiny
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
{2}{G}
Reclamation Sage
Creature - Elf Shaman
When Reclamation Sage enters, you may destroy target artifact or enchantment.
2 / 1
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
{W}{U}{U}
Render Silent
Instant
Counter target spell. Its controller can't cast spells this turn.
{1}{G}{G}
Renegade Krasis
Creature - Beast Mutant
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.)

Whenever Renegade Krasis evolves, put a +1/+1 counter on each other creature you control with a +1/+1 counter on it.
3 / 2
{2}{G}
Rhonas the Indomitable
Legendary Creature - God
Deathtouch, indestructible

Rhonas the Indomitable can't attack or block unless you control another creature with power 4 or greater.

{2}{G}: Another target creature gets +2/+0 and gains trample until end of turn.
5 / 5
{4}{G}{G}
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.

You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
{2}{G}
Rishkar, Peema Renegade
Legendary Creature - Elf Druid
When Rishkar, Peema Renegade enters, put a +1/+1 counter on each of up to two target creatures.

Each creature you control with a counter on it has "{T}: Add {G}."
2 / 2
--
Rogue's Passage
Land
{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.
{1}{G}
Sakura-Tribe Elder
Creature - Snake Shaman
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
1 / 1
--
Seaside Citadel
Land
Seaside Citadel enters tapped.

{T}: Add {G}, {W}, or {U}.
--
Selesnya Sanctuary
Land
Selesnya Sanctuary enters the battlefield tapped.

When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.

{T}: Add {G}{W}.
{2}
Selesnya Signet
Artifact
{1}, {T}: Add {G}{W}.
{1}{G}{W}
Sigil of the Nayan Gods
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each creature you control.

Cycling {G/W} ({G/W}, Discard this card: Draw a card.)
--
Simic Growth Chamber
Land
Simic Growth Chamber enters the battlefield tapped.

When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.

{T}: Add {G}{U}.
{2}
Simic Signet
Artifact
{1}, {T}: Add {G}{U}.
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{1}{W}{W}
Spear of Heliod
Legendary Enchantment Artifact
Creatures you control get +1/+1.

{1}{W}{W}, {T}: Destroy target creature that dealt damage to you this turn.
{4}{W}
Sphere of Safety
Enchantment
Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control.
--
Sunpetal Grove
Land
Sunpetal Grove enters tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.
--
Temple of Enlightenment
Land
Temple of Enlightenment enters tapped.

When Temple of Enlightenment enters, scry 1.

{T}: Add {W} or {U}.
--
Temple of Mystery
Land
Temple of Mystery enters tapped.

When Temple of Mystery enters, scry 1.

{T}: Add {G} or {U}.
--
Temple of Plenty
Land
Temple of Plenty enters tapped.

When Temple of Plenty enters, scry 1.

{T}: Add {G} or {W}.
--
Temple of the False God
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
{2}{U}
Thassa, God of the Sea
Legendary Enchantment Creature - God
Indestructible

As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)

At the beginning of your upkeep, scry 1.

{1}{U}: Target creature you control can't be blocked this turn.
5 / 5
{1}{G}{U}
Vorel of the Hull Clade
Legendary Creature - Human Merfolk
{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
1 / 4

{W}
Authority of the Consuls
Enchantment
Creatures your opponents control enter tapped.

Whenever a creature an opponent controls enters, you gain 1 life.
--
Azorius Guildgate
Land - Gate
Azorius Guildgate enters the battlefield tapped.

{T}: Add {W} or {U}.
{2}{G}{G}
Bear Umbra
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
--
Blossoming Sands
Land
Blossoming Sands enters tapped.

When Blossoming Sands enters, you gain 1 life.

{T}: Add {G} or {W}.
{3}{W}{W}{U}
Bruna, Light of Alabaster
Legendary Creature - Angel
Flying, vigilance

Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
5 / 5
{3}{W}{W}
Call for Unity
Enchantment
Revolt -- At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity.

Creatures you control get +1/+1 for each unity counter on Call for Unity.
{3}{W}{W}
Cathars' Crusade
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
{3}{W}{W}{W}
Celestial Mantle
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.
{8}
Eldrazi Conscription
Kindred Enchantment - Eldrazi Aura
Enchant creature

Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.)
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
{2}{G}{W}{U}
Finest Hour
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
{3}{W}{W}
Fountain Watch
Creature - Human Cleric
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)
2 / 4