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  1. Flying When this creature enters, target opponent draws a card and you draw three cards.

    6 Mana Value 5 Power 5 Toughness Creature — Sphinx mythic Foundations Jumpstart
  2. Spectral Sailor Magic Cards

    Flash (You may cast this spell any time you could cast an instant.) Flying {3}{U}: Draw a card.

    1 Mana Value 1 Power 1 Toughness Creature — Spirit Pirate uncommon Foundations Jumpstart
  3. Sky-Eel School Magic Cards

    Flying When this creature enters, draw a card, then discard a card.

    5 Mana Value 3 Power 3 Toughness Creature — Fish common Foundations Jumpstart
  4. Reckless Scholar Magic Cards

    {T}: Target player draws a card, then discards a card.

    3 Mana Value 2 Power 1 Toughness Creature — Human Wizard uncommon Foundations Jumpstart
  5. When this creature dies, draw a card.

    2 Mana Value 1 Power 1 Toughness Creature — Crab common Foundations Jumpstart
  6. Muse Drake Magic Cards

    Flying When this creature enters, draw a card.

    4 Mana Value 1 Power 3 Toughness Creature — Drake common Foundations Jumpstart
  7. Merfolk Pupil Magic Cards

    When this creature enters, draw a card, then discard a card. {1}{U}, Exile this card from your graveyard: Draw a card, then discard a card.

    2 Mana Value 1 Power 1 Toughness Creature — Merfolk Wizard common Foundations Jumpstart
  8. Lat-Nam Adept Magic Cards

    Whenever you draw your second card each turn, put a +1/+1 counter on this creature.

    4 Mana Value 3 Power 3 Toughness Creature — Human Wizard common Foundations Jumpstart
  9. Choking Tethers Magic Cards

    Tap up to four target creatures. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.) When you cycle this card, you may tap target creature.

    4 Mana Value Instant common Foundations Jumpstart
  10. Flying Whenever another Angel you control enters, put a +1/+1 counter on this creature.

    2 Mana Value 1 Power 3 Toughness Creature — Angel uncommon Foundations Jumpstart
  11. Wingsteed Rider Magic Cards

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

    3 Mana Value 2 Power 2 Toughness Creature — Human Knight common Foundations Jumpstart
  12. Trusty Retriever Magic Cards

    When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Return target artifact or enchantment card from your graveyard to your hand.

    4 Mana Value 2 Power 3 Toughness Creature — Dog common Foundations Jumpstart
  13. Steadfast Sentry Magic Cards

    Vigilance (Attacking doesn't cause this creature to tap.) When this creature dies, put a +1/+1 counter on target creature you control.

    3 Mana Value 3 Power 2 Toughness Creature — Human Soldier common Foundations Jumpstart
  14. When this creature enters, draw a card.

    2 Mana Value 1 Power 1 Toughness Enchantment Creature — Dog common Foundations Jumpstart
  15. Revitalize Magic Cards

    You gain 3 life. Draw a card.

    2 Mana Value Instant common Foundations Jumpstart
  16. Tap up to two target creatures. Draw a card.

    3 Mana Value Instant common Foundations Jumpstart
  17. {3}{W}: Look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    1 Mana Value 2 Power 1 Toughness Creature — Human Soldier uncommon Foundations Jumpstart
  18. Light the Way Magic Cards

    Choose one — • Put a +1/+1 counter on target creature or Vehicle. Untap it. • Return target permanent you control to its owner's hand.

    1 Mana Value Instant common Foundations Jumpstart
  19. Flying When this creature enters, you gain 1 life and draw a card.

    3 Mana Value 2 Power 1 Toughness Creature — Angel Cleric common Foundations Jumpstart
  20. Defiant Strike Magic Cards

    Target creature gets +1/+0 until end of turn. Draw a card.

    1 Mana Value Instant common Foundations Jumpstart