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  1. Snakeskin Veil Magic Cards

    Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

    1 Mana Value Instant uncommon Foundations
  2. Eaten Alive Magic Cards

    As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}. Exile target creature or planeswalker.

    1 Mana Value Sorcery common Foundations
  3. Flash (You may cast this spell any time you could cast an instant.) When this creature enters, create a 1/1 white Soldier creature token.

    2 Mana Value 1 Power 1 Toughness Creature — Human Soldier uncommon Foundations
  4. Dragon Trainer Magic Cards

    When this creature enters, create a 4/4 red Dragon creature token with flying.

    5 Mana Value 1 Power 1 Toughness Creature — Human uncommon Foundations
  5. Create a tapped 1/1 black Rat creature token for each creature card in your graveyard. Flashback {2}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    4 Mana Value Sorcery uncommon Foundations
  6. Thriving Grove Magic Cards

    This land enters tapped. As it enters, choose a color other than green. {T}: Add {G} or one mana of the chosen color.

    0 Mana Value Land common Foundations Jumpstart
  7. Relic Axe Magic Cards

    When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+1. If it's a Warrior, it gets +2/+1 instead. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Foundations Jumpstart
  8. Prophetic Prism Magic Cards

    When this artifact enters, draw a card. {1}, {T}: Add one mana of any color.

    2 Mana Value Artifact common Foundations Jumpstart
  9. Enlisted Wurm Magic Cards

    Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

    6 Mana Value 5 Power 5 Toughness Creature — Wurm uncommon Foundations Jumpstart
  10. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.

    3 Mana Value 2 Power 1 Toughness Creature — Cat common Foundations Jumpstart
  11. Spore Crawler Magic Cards

    When this creature dies, draw a card.

    3 Mana Value 3 Power 2 Toughness Creature — Fungus common Foundations Jumpstart
  12. Snakeskin Veil Magic Cards

    Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

    1 Mana Value Instant common Foundations Jumpstart
  13. Lotus Cobra Magic Cards

    Landfall — Whenever a land you control enters, add one mana of any color.

    2 Mana Value 2 Power 1 Toughness Creature — Snake rare Foundations Jumpstart
  14. Ivy Lane Denizen Magic Cards

    Whenever another green creature you control enters, put a +1/+1 counter on target creature.

    4 Mana Value 2 Power 3 Toughness Creature — Elf Warrior common Foundations Jumpstart
  15. Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.

    3 Mana Value Instant uncommon Foundations Jumpstart
  16. This creature enters with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)

    3 Mana Value 2 Power 3 Toughness Creature — Snake Samurai common Foundations Jumpstart
  17. Canopy Baloth Magic Cards

    Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.

    4 Mana Value 4 Power 3 Toughness Creature — Beast common Foundations Jumpstart
  18. Byway Courier Magic Cards

    When this creature dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

    3 Mana Value 3 Power 2 Toughness Creature — Human Scout common Foundations Jumpstart
  19. Landfall — Whenever a land you control enters, this creature gets +4/+4 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)

    6 Mana Value 4 Power 4 Toughness Creature — Beast uncommon Foundations Jumpstart
  20. 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 Foundations Jumpstart