Deck #20390
Basic Land Style
This deck has been finalized.
- Serra Ascendant
- Soul Warden
- Soul's Attendant
- Ajani's Pridemate
- Archivist of Oghma
- Dawnhart Geist
- Deep Gnome Terramancer
- Drannith Magistrate
- Kor Spiritdancer
- Light-Paws, Emperor's Voice
- Serra Avenger
- Sram, Senior Edificer
- Suture Priest
- Angel of Vitality
- Godhead of Awe
- Archon of Emeria
- Ardenn, Intrepid Archaeologist
- Danitha Capashen, Paragon
- Graceblade Artisan
- Pearl-Ear, Imperial Advisor
- Umbra Mystic
- Ajani's Chosen
- Armored Skyhunter
- Exemplar of Light
- Halvar, God of Battle // Sword of the Realms
- Keeper of the Accord
- Linvala, Keeper of Silence
- Rashel, Fist of Torm
- Rhox Faithmender
- Stuffy Doll
- Danitha, Benalia's Hope
- Auratouched Mage
- Felidar Sovereign
- Platinum Angel
- Angelic Arbiter
- Boonweaver Giant
- Glorious Enforcer
- Winds of Rath
- Sol Ring
- Pearl Medallion
- Gauntlet of Power
- Caged Sun
- Cartouche of Solidarity
- Ethereal Armor
- Guilty Conscience
- Hyena Umbra
- Lance
- Land Tax
- Lifelink
- Land Tax
- Spirit Link
- Daybreak Coronet
- Eland Umbra
- Inviolability
- Face of Divinity
- Monologue Tax
- Unquestioned Authority
- Armored Ascension
- Curse of Exhaustion
- Holy Mantle
- Leyline of Hope
- Leyline of Sanctity
- Songbirds' Blessing
- Vault 101: Birthday Party
- Curse of Conformity
- Mammoth Umbra
- Fatespinner
- Mantle of the Ancients
- Celestial Mantle
- Eldrazi Conscription
- Serra's Sanctum
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
- Plains
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.
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Whenever another creature enters the battlefield, you gain 1 life.
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Whenever another creature enters the battlefield, you may gain 1 life.
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Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate.
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Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
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Whenever you cast an enchantment spell, you gain 2 life.
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Flash
Mold Earth — Whenever one or more lands enter the battlefield under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
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Your opponents can't cast spells from anywhere other than their hands.
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Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
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Whenever an Aura enters the battlefield under your control, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, Emperor's Voice, then shuffle.
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You can't cast this spell during your first, second, or third turns of the game.
Flying, vigilance
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Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
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Whenever another creature enters the battlefield under your control, you may gain 1 life.
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
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Flying
If you would gain life, you gain that much life plus 1 instead.
Angel of Vitality gets +2/+2 as long as you have 25 or more life.
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Flying
Other creatures have base power and toughness 1/1.
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Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter the battlefield tapped.
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At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player.
Partner (You can have two commanders if both have partner.)
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First strike, vigilance, lifelink
Aura and Equipment spells you cast cost less to cast.
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Graceblade Artisan gets +2/+2 for each Aura attached to it.
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Lifelink
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
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Auras attached to permanents you control have totem armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.)
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Whenever an enchantment enters the battlefield under your control, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.
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Flying
Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
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Flying
Whenever you gain life, put a +1/+1 counter on this creature.
Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.
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Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
↫ Legendary Artifact — Equipment —
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Equipped creature gets +2/+0 and has vigilance.
Whenever equipped creature dies, return it to its owner's hand.
Equip
↫ God —
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At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
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Flying
Activated abilities of creatures your opponents control can't be activated.
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Double strike
Auras you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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Lifelink (Damage dealt by this creature also causes you to gain that much life.)
If you would gain life, you gain twice that much life instead.
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Indestructible
As Stuffy Doll enters the battlefield, choose a player.
Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.
: Stuffy Doll deals 1 damage to itself.
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First strike, vigilance, lifelink
When Danitha, Benalia's Hope enters the battlefield, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
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When Auratouched Mage enters the battlefield, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Vigilance, lifelink
At the beginning of your upkeep, if you have 40 or more life, you win the game.
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Flying
You can't lose the game and your opponents can't win the game.
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Flying
Each opponent who cast a spell this turn can't attack with creatures.
Each opponent who attacked with a creature this turn can't cast spells.
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When Boonweaver Giant enters the battlefield, you may search your graveyard, hand, and/or library for an Aura card and put it onto the battlefield attached to Boonweaver Giant. If you search your library this way, shuffle.
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Flying, lifelink
At the beginning of each combat, if you have more life than an opponent, Glorious Enforcer gains double strike until end of turn.
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Destroy all creatures that aren't enchanted. They can't be regenerated.
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: Add .
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White spells you cast cost less to cast.
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As Gauntlet of Power enters the battlefield, choose a color.
Creatures of the chosen color get +1/+1.
Whenever a basic land is tapped for mana of the chosen color, its controller adds an additional one mana of that color.
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As Caged Sun enters the battlefield, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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Enchant creature you control
When Cartouche of Solidarity enters the battlefield, create a 1/1 white Warrior creature token with vigilance.
Enchanted creature gets +1/+1 and has first strike.
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Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
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Enchant creature
Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.
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Enchant creature
Enchanted creature gets +1/+1 and has first strike.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Enchant creature
Enchanted creature has first strike.
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At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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Enchant creature
Enchanted creature has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
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Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
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Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
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Enchant creature
Enchanted creature gets +0/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Enchant creature
Prevent all damage that would be dealt to enchanted creature.
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Enchant creature
Enchanted creature gets +2/+2.
As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
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Whenever an opponent casts their second spell each turn, you create a Treasure token.
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Enchant creature
When Unquestioned Authority enters the battlefield, draw a card.
Enchanted creature has protection from creatures.
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Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Enchant player
Enchanted player can't cast more than one spell each turn.
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Enchant creature
Enchanted creature gets +2/+2 and has protection from creatures.
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If Leyline of Hope is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
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If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Enchant creature
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with " , , Sacrifice this artifact: You gain 3 life.")
You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
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Enchant player
Nonlegendary creatures enchanted player controls have base power and toughness 3/3 and lose all creature types.
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Enchant creature
Enchanted creature gets +3/+3 and has vigilance.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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Enchant creature you control
When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards that could be attached to enchanted creature from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
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Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
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Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.)
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