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  1. This land enters tapped unless you control a planeswalker. {T}: Add {R} or {W}.

    0 Mana Value Land common Reality Fracture
  2. Murmuring Volume Magic Cards

    {T}: Add one mana of any color. {2}, {T}, Discard a card: Draw a card.

    3 Mana Value Artifact — Book common Reality Fracture
  3. Medic's Kitesail Magic Cards

    Equipped creature gets +1/+0 and has flying and "Whenever this creature attacks, you gain 1 life." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment common Reality Fracture
  4. When this creature enters, empower Jace 2. (Put two 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.")

    3 Mana Value 3 Power 2 Toughness Artifact Creature — Chimera common Reality Fracture
  5. At the beginning of your upkeep, if this creature isn't prepared, it becomes 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 — Cat Druid uncommon Reality Fracture
  6. This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) As long as an opponent was dealt noncombat damage this turn, this creature has flying and haste.

    4 Mana Value 3 Power 3 Toughness Creature — Vampire Sorcerer common Reality Fracture
  7. This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) Each creature you control with a +1/+1 counter on it has vigilance.

    2 Mana Value 2 Power 2 Toughness Creature — Troll Druid uncommon Reality Fracture
  8. 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
  9. Twisted Fates Magic Cards

    Destroy target nonland permanent. Put a +1/+1 counter on each creature target player controls.

    5 Mana Value Sorcery uncommon Reality Fracture
  10. Twinned Vision Magic Cards

    Draw a card. If this spell wasn't cast from your hand, draw two cards instead. Flashback—{1}{U/R}{U/R}, Discard a card. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    2 Mana Value Instant common Reality Fracture
  11. This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) Threshold — This creature gets +1/+0 and has flying as long as there are seven or more cards in your graveyard.

    3 Mana Value 2 Power 3 Toughness Creature — Shade Wizard common Reality Fracture
  12. 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
  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. Tam's Resistance Magic Cards

    Put a +1/+1 counter on up to one target creature. It gains vigilance until end of turn. Empower Jace 4. (Put four 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.")

    2 Mana Value Sorcery common Reality Fracture
  15. 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
  16. At the beginning of your upkeep, if this creature isn't prepared, it becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    1 Mana Value 1 Power 2 Toughness Creature — Goblin Sorcerer uncommon Reality Fracture
  17. 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
  18. 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
  19. 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
  20. Create two 2/2 colorless Wizard Soldier creature tokens named Cadet. If this spell was cast from a graveyard, put a +1/+1 counter on each of them for every three cards in your graveyard. Flashback {6}{U}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    4 Mana Value Sorcery uncommon Reality Fracture