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  1. ({T}: Add {U}.) As this land enters, you may behold a Jace. If you don't, this land enters tapped. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.) {2}{U}, {T}: Empower Jace 2.

    0 Mana Value Land — Island rare Reality Fracture
  2. Roiling Canopy Magic Cards

    This land enters tapped. Whenever a Forest you control enters, if you control at least five other Forests, target creature you control gets +3/+3 until end of turn. {T}: Add {G}.

    0 Mana Value Land rare Reality Fracture
  3. Hall of Echoes Magic Cards

    {T}: Add {C}. {5}: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.

    0 Mana Value Land rare Reality Fracture
  4. When The Echoverse Fulcrum enters, draw a card, then discard a card. {5}, {T}, Exile The Echoverse Fulcrum: Destroy all creatures. Activate only as a sorcery.

    2 Mana Value Legendary Artifact mythic Reality Fracture
  5. Solarium Sentry Magic Cards

    Whenever an opponent casts a spell with mana value 2 or less, you gain 2 life.

    2 Mana Value 3 Power 3 Toughness Creature — Cat Soldier rare Reality Fracture
  6. Verdant Kraken Magic Cards

    At the beginning of each player's upkeep, you create a 3/3 green Forest Tentacle land creature token. (It has "{T}: Add {G}." It's affected by summoning sickness until your next turn.)

    7 Mana Value 6 Power 6 Toughness Creature — Plant Kraken rare Reality Fracture
  7. Puppet Crafting Magic Cards

    Enchant artifact or non-Aura enchantment Enchanted permanent is a Construct creature with base power and toughness 5/5 in addition to its other types. {4}{G}: Return this card from your graveyard to your hand.

    2 Mana Value Enchantment — Aura rare Reality Fracture
  8. Identity Echo Magic Cards

    {3}{R}: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery.

    3 Mana Value Enchantment rare Reality Fracture
  9. Face Yourself Magic Cards

    For each creature target player controls, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, if you don't control a planeswalker, sacrifice this creature."

    7 Mana Value Sorcery rare Reality Fracture
  10. 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
  11. Guiding Hydra Magic Cards

    This creature enters with X +1/+1 counters on it. At the beginning of combat on your turn, you may remove a +1/+1 counter from this creature. If you do, put a +1/+1 counter on each other creature you control.

    1 Mana Value 1 Power 0 Toughness Creature — Hydra Horror rare Reality Fracture
  12. Flickering Hound Magic Cards

    Whenever you cast a creature spell, exile up to one other target creature you control, then return that card to the battlefield under its owner's control.

    4 Mana Value 2 Power 2 Toughness Creature — Dog rare Reality Fracture
  13. When this creature enters, you may sacrifice a land. If you do, create two tapped Heartwood tokens. (They're red and green artifacts with "{T}: Add {R} or {G}.") Tap two untapped artifacts you control: Put two +1/+1 counters on this creature.

    3 Mana Value 1 Power 1 Toughness Creature — Human Artificer rare Reality Fracture
  14. Stinging Vitriol Magic Cards

    Stinging Vitriol deals 2 damage to target opponent. That player reveals their hand. You choose a nonland card from it. They discard that card.

    2 Mana Value Sorcery rare Reality Fracture
  15. Solitary Cell Magic Cards

    When this artifact enters, exile target nonland permanent an opponent controls with mana value 3 or less until this artifact leaves the battlefield. {1}, {T}, Discard a legendary card: Draw a card.

    2 Mana Value Artifact rare Reality Fracture
  16. Whenever this creature or another creature you control enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {W}{U}: Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if you've scried or surveilled this turn. (If a creature with a finality counter on it would die, exile it instead.)

    2 Mana Value 3 Power 1 Toughness Creature — Human Cleric rare Reality Fracture
  17. Null Summoner Magic Cards

    When this creature enters, if you cast it, target opponent reveals their hand. You choose a nonland card from it. Exile that card. Threshold — As long as there are seven or more cards in your graveyard, you may cast the exiled card, and mana of any type can be spent to cast that spell.

    4 Mana Value 4 Power 2 Toughness Creature — Human Warlock rare Reality Fracture
  18. Kwia Vigorbloom Magic Cards

    Flying, vigilance, lifelink, ward {2} Whenever you gain life, create a colorless artifact token named Lotus with "{T}, Sacrifice this token: Add three mana of any one color." This ability triggers only once each turn.

    6 Mana Value 6 Power 6 Toughness Legendary Creature — Elder Sphinx mythic Reality Fracture
  19. Flying Whenever a creature you control attacks, that creature deals 1 damage to each opponent. {4}: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn.

    3 Mana Value 1 Power 4 Toughness Legendary Creature — Elder Sphinx mythic Reality Fracture
  20. You may sacrifice a planeswalker. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.

    5 Mana Value Sorcery rare Reality Fracture