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  1. Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get {E}{E} (two energy counters).

    1 Mana Value Sorcery common Kaladesh
  2. Armorcraft Judge Magic Cards

    When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.

    4 Mana Value 3 Power 3 Toughness Creature — Elf Artificer uncommon Kaladesh
  3. Landfall — Whenever a land you control enters, you get {E} (an energy counter). Pay eight {E}: Create a 6/6 colorless Beast artifact creature token.

    3 Mana Value 2 Power 3 Toughness Creature — Elf Artificer Druid rare Kaladesh
  4. Tunneler Wurm Magic Cards

    Discard a card: Regenerate this creature.

    8 Mana Value 6 Power 6 Toughness Creature — Wurm uncommon Judgment
  5. When this creature enters, discard a card at random. When this creature leaves the battlefield, draw a card.

    4 Mana Value 3 Power 1 Toughness Creature — Human Nightmare Barbarian common Judgment
  6. Nantuko Tracer Magic Cards

    When this creature enters, you may put target card from a graveyard on the bottom of its owner's library.

    2 Mana Value 2 Power 1 Toughness Creature — Insect Druid common Judgment
  7. Living Wish Magic Cards

    You may reveal a creature or land card you own from outside the game and put it into your hand. Exile Living Wish.

    2 Mana Value Sorcery rare Judgment
  8. Hunting Grounds Magic Cards

    Threshold — As long as there are seven or more cards in your graveyard, this enchantment has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."

    2 Mana Value Enchantment rare Judgment
  9. Each player may exile any number of cards from their graveyard. Then each player loses 1 life for each card in their graveyard. Draw a card.

    2 Mana Value Instant uncommon Judgment
  10. Erhnam Djinn Magic Cards

    At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)

    4 Mana Value 4 Power 5 Toughness Creature — Djinn rare Judgment
  11. Burning Wish Magic Cards

    You may reveal a sorcery card you own from outside the game and put it into your hand. Exile Burning Wish.

    2 Mana Value Sorcery rare Judgment
  12. Anger Magic Cards

    Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.

    4 Mana Value 2 Power 2 Toughness Creature — Incarnation uncommon Judgment
  13. Satyr Hoplite Magic Cards

    Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.

    1 Mana Value 1 Power 1 Toughness Creature — Satyr Soldier common Journey into Nyx
  14. Exile target creature card from your graveyard. Create a black Zombie creature token. Its power is equal to that card's power and its toughness is equal to that card's toughness.

    4 Mana Value Instant uncommon Journey into Nyx
  15. Pharika's Chosen Magic Cards

    Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

    1 Mana Value 1 Power 1 Toughness Creature — Snake common Journey into Nyx
  16. Flying At the beginning of your upkeep, each opponent draws a card.

    3 Mana Value 5 Power 5 Toughness Enchantment Creature — Demon rare Journey into Nyx
  17. Hall of Triumph Magic Cards

    As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.

    3 Mana Value Legendary Artifact rare Journey into Nyx
  18. Bladetusk Boar Magic Cards

    Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

    4 Mana Value 3 Power 2 Toughness Creature — Boar common Journey into Nyx
  19. Armory of Iroas Magic Cards

    Whenever equipped creature attacks, put a +1/+1 counter on it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Journey into Nyx
  20. Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Jumpstart