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  1. Nature's Rhythm Magic Cards

    Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Harmonize {X}{G}{G}{G}{G} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)

    2 Mana Value Sorcery rare Tarkir: Dragonstorm
  2. Lasyd Prowler Magic Cards

    When this creature enters, you may mill cards equal to the number of lands you control. Renew — {1}{G}, Exile this card from your graveyard: Put X +1/+1 counters on target creature, where X is the number of land cards in your graveyard. Activate only as a sorcery.

    4 Mana Value 5 Power 5 Toughness Creature — Snake Ranger rare Tarkir: Dragonstorm
  3. Flying Ward—Discard a card.

    4 Mana Value 4 Power 4 Toughness Creature — Dragon rare Tarkir: Dragonstorm
  4. Kishla Trawlers Magic Cards

    When this creature enters, you may exile a creature card from your graveyard. When you do, return target instant or sorcery card from your graveyard to your hand.

    3 Mana Value 3 Power 2 Toughness Creature — Human Citizen uncommon Tarkir: Dragonstorm
  5. Trample Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.) Renew — {X}{B}{B}, Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.

    2 Mana Value 5 Power 5 Toughness Creature — Demon mythic Tarkir: Dragonstorm
  6. Equipped creature gets +1/+1 and has trample and haste. Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.) Equip {1}{R}

    2 Mana Value Artifact — Equipment rare Tarkir: Dragonstorm
  7. Trample Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.) Renew — {X}{B}{B}, Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.

    2 Mana Value 5 Power 5 Toughness Creature — Demon mythic Tarkir: Dragonstorm
  8. Sunpearl Kirin Magic Cards

    Flash Flying When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.

    2 Mana Value 2 Power 1 Toughness Creature — Kirin uncommon Tarkir: Dragonstorm
  9. At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control.

    5 Mana Value 3 Power 5 Toughness Creature — Elephant Cleric uncommon Tarkir: Dragonstorm
  10. Horn of Greed Magic Cards

    Whenever a player plays a land, that player draws a card.

    3 Mana Value Artifact rare Secret Lair Drop
  11. Harrow Magic Cards

    As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

    3 Mana Value Instant rare Secret Lair Drop
  12. Elvish Reclaimer Magic Cards

    This creature gets +2/+2 as long as there are three or more land cards in your graveyard. {2}, {T}, Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

    1 Mana Value 1 Power 2 Toughness Creature — Elf Warrior rare Secret Lair Drop
  13. Flying Dragonlord Ojutai has hexproof as long as it's untapped. Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

    5 Mana Value 5 Power 4 Toughness Legendary Creature — Elder Dragon mythic Secret Lair Drop
  14. Flying, haste Other creatures you control have haste. Whenever an opponent casts a creature or planeswalker spell with the same name as a card in their graveyard, that player loses 10 life.

    6 Mana Value 6 Power 5 Toughness Legendary Creature — Elder Dragon mythic Secret Lair Drop
  15. Vigilance Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield. {3}, {T}: Return target creature you control to its owner's hand.

    5 Mana Value 2 Power 4 Toughness Legendary Creature — Human Druid mythic Secret Lair Drop
  16. Haste {T}, Discard a card: Draw a card. Whenever you discard a card, if it has madness, untap Anje Falkenrath.

    3 Mana Value 1 Power 3 Toughness Legendary Creature — Vampire mythic Secret Lair Drop
  17. Young Wolf Magic Cards

    Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

    1 Mana Value 1 Power 1 Toughness Creature — Wolf rare Secret Lair Drop
  18. Fatal Push Magic Cards

    Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.

    1 Mana Value Instant rare Secret Lair Drop
  19. Culling the Weak Magic Cards

    As an additional cost to cast this spell, sacrifice a creature. Add {B}{B}{B}{B}.

    1 Mana Value Instant rare Secret Lair Drop
  20. Winds of Abandon Magic Cards

    Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

    2 Mana Value Sorcery rare Secret Lair Drop