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  1. Sunscorch Regent Magic Cards

    Flying Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.

    5 Mana Value 4 Power 3 Toughness Creature — Dragon rare The List
  2. Tragic Arrogance Magic Cards

    For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.

    5 Mana Value Sorcery rare The List
  3. Flying You, planeswalkers you control, and other creatures you control have hexproof. {4}{G}{G}: Put a +1/+1 counter on each creature you control.

    4 Mana Value 3 Power 4 Toughness Legendary Creature — Angel rare The List
  4. Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control. {1}{W}: Another target creature gains lifelink until end of turn.

    3 Mana Value 5 Power 5 Toughness Legendary Enchantment Creature — God mythic The List
  5. Twenty-Toed Toad Magic Cards

    Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on Twenty-Toed Toad and draw a card. Whenever Twenty-Toed Toad attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.

    4 Mana Value 3 Power 3 Toughness Creature — Frog Wizard rare The List
  6. Halo Fountain Magic Cards

    {W}, {T}, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token. {W}{W}, {T}, Untap two tapped creatures you control: Draw a card. {W}{W}{W}{W}{W}, {T}, Untap fifteen tapped creatures you control: You win the game.

    3 Mana Value Artifact mythic The List
  7. Drown in Dreams Magic Cards

    Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.

    3 Mana Value Instant rare The List
  8. No more than one creature can attack The Eternal Wanderer each combat. [+1]: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. [0]: Create a 2/2 white Samurai creature token with double strike. [−4]: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.

    6 Mana Value Legendary Planeswalker rare The List
  9. Turn // Burn Magic Cards

    Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.)

    5 Mana Value Instant uncommon Pioneer Masters
  10. Alive // Well Magic Cards

    Create a 3/3 green Centaur creature token. Fuse (You may cast one or both halves of this card from your hand.)

    5 Mana Value Sorcery uncommon Pioneer Masters
  11. Shuffle your library, then reveal the top card. If it's a nonland card, you may cast it without paying its mana cost. If it's a land card, you may put it onto the battlefield and return Unexpected Results to its owner's hand.

    4 Mana Value Sorcery rare Pioneer Masters
  12. Hunter's Prowess Magic Cards

    Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."

    5 Mana Value Sorcery rare Pioneer Masters
  13. Gather the Pack Magic Cards

    Reveal the top five cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, put up to two creature cards from among the revealed cards into your hand instead of one.

    2 Mana Value Sorcery uncommon Pioneer Masters
  14. Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)

    4 Mana Value Sorcery uncommon Pioneer Masters
  15. Expedite Magic Cards

    Target creature gains haste until end of turn. Draw a card.

    1 Mana Value Instant common Pioneer Masters
  16. Target creature you control gets +1/+0 and gains deathtouch until end of turn. Whenever a creature dealt damage by that creature dies this turn, its controller loses 2 life. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)

    1 Mana Value Instant common Pioneer Masters
  17. Take an extra turn after this one. Exile Part the Waterveil. Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

    6 Mana Value Sorcery mythic Pioneer Masters
  18. Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.

    12 Mana Value Sorcery mythic Pioneer Masters
  19. Tragic Arrogance Magic Cards

    For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.

    5 Mana Value Sorcery rare Pioneer Masters
  20. Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Draw a card.

    3 Mana Value Sorcery common Pioneer Masters