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  1. Trample, haste Whenever this creature deals combat damage to a player, draw two cards. At the beginning of the end step, sacrifice this creature.

    3 Mana Value 4 Power 4 Toughness Creature — Elemental rare Reality Fracture
  2. When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, draw a card.

    3 Mana Value 2 Power 2 Toughness Creature — Elf Druid rare Reality Fracture
  3. Flying, trample When this creature enters, search your library for a card, put it into your hand, shuffle, then discard a card at random.

    4 Mana Value 4 Power 4 Toughness Creature — Demon rare Reality Fracture
  4. When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them. {3}{U}{U}, Exile this card from your graveyard: Draw two cards.

    3 Mana Value 2 Power 2 Toughness Creature — Human Wizard mythic Reality Fracture
  5. Kindred Judgment Magic Cards

    Choose a creature type. Destroy all creatures that aren't of the chosen type.

    7 Mana Value Sorcery rare Reality Fracture
  6. Lifelink At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.

    2 Mana Value 2 Power 1 Toughness Creature — Kor Cleric mythic Reality Fracture
  7. Exile all creatures. Empower Jace X, where X is the number of creatures exiled this way. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")

    6 Mana Value Sorcery mythic Reality Fracture
  8. At the beginning of each opponent's draw step, you draw a card. [+1]: Create a 1/1 blue Illusion creature token. [−2]: For each opponent, return up to one target artifact or creature that player controls to its owner's hand. [−6]: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.

    4 Mana Value Legendary Planeswalker — Jace mythic Reality Fracture
  9. Draw two cards. Then you may exile this spell and four cards named Sphinx's Approach from your graveyard. If you do, search your library for a Sphinx creature card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Sphinx's Approach.

    3 Mana Value Instant rare Reality Fracture
  10. When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them. {3}{U}{U}, Exile this card from your graveyard: Draw two cards.

    3 Mana Value 2 Power 2 Toughness Creature — Human Wizard mythic Reality Fracture
  11. Lifelink At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.

    2 Mana Value 2 Power 1 Toughness Creature — Kor Cleric mythic Reality Fracture
  12. Deathtouch This creature enters prepared. Whenever this creature deals combat damage to a player, return target land card from your graveyard to your hand.

    2 Mana Value 2 Power 3 Toughness Creature — Elf Warlock rare Reality Fracture
  13. Vigorbloom Charm Magic Cards

    Choose one — • Target permanent you control gains hexproof and indestructible until end of turn. • You draw a card and gain 3 life. • Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

    2 Mana Value Instant uncommon Reality Fracture
  14. Theorix Charm Magic Cards

    Choose one — • Counter target noncreature spell unless its controller pays {2}. • Target creature gets -2/-2 until end of turn. • Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)

    2 Mana Value Instant uncommon Reality Fracture
  15. Choose one — • Stingerquill Charm deals 3 damage to any target. • Target creature gains first strike and deathtouch until end of turn. • Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.

    2 Mana Value Instant uncommon Reality Fracture
  16. Fatehold Charm Magic Cards

    Choose one — • Draw a card. Empower Jace 2. • Return target spell or creature to its owner's hand. • Creatures you control get +1/+2 until end of turn.

    2 Mana Value Instant uncommon Reality Fracture
  17. Deathtouch This creature enters prepared. Whenever this creature deals combat damage to a player, return target land card from your graveyard to your hand.

    2 Mana Value 2 Power 3 Toughness Creature — Elf Warlock rare Reality Fracture
  18. Prowess This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    3 Mana Value 3 Power 3 Toughness Creature — Elemental Sorcerer rare Reality Fracture
  19. Prowess This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    1 Mana Value 1 Power 1 Toughness Creature — Goblin Sorcerer rare Reality Fracture
  20. At the beginning of each end step, if three or more creatures died this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    2 Mana Value 2 Power 2 Toughness Creature — Vampire Warlock mythic Reality Fracture