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  1. Defender (This creature can't attack.) As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.

    2 Mana Value 3 Power 3 Toughness Creature — Dinosaur common Foundations Jumpstart
  2. This creature gets +2/+2 as long as you control a Dinosaur. {T}: Add one mana of any color.

    2 Mana Value 1 Power 1 Toughness Creature — Human Druid uncommon Foundations Jumpstart
  3. Deepwood Denizen Magic Cards

    Vigilance (Attacking doesn't cause this creature to tap.) {5}{G}, {T}: Draw a card. This ability costs {1} less to activate for each +1/+1 counter on creatures you control.

    3 Mana Value 3 Power 2 Toughness Creature — Elf Warrior common Foundations Jumpstart
  4. Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

    1 Mana Value Sorcery common Foundations Jumpstart
  5. When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."

    2 Mana Value 2 Power 1 Toughness Creature — Dinosaur uncommon Foundations Jumpstart
  6. Bushwhack Magic Cards

    Choose one — • Search your library for a basic land card, reveal it, put it into your hand, then shuffle. • Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

    1 Mana Value Sorcery uncommon Foundations Jumpstart
  7. Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") As long as you control a token, this creature gets +2/+0.

    3 Mana Value 2 Power 3 Toughness Creature — Human Scout rare Foundations Jumpstart
  8. Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.

    3 Mana Value Sorcery uncommon Foundations Jumpstart
  9. Look at the top three cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order. You gain 3 life.

    2 Mana Value Sorcery uncommon Foundations Jumpstart
  10. Big Play Magic Cards

    Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)

    2 Mana Value Instant common Foundations Jumpstart
  11. Audacity Magic Cards

    Enchant creature Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) When this Aura is put into a graveyard from the battlefield, draw a card.

    1 Mana Value Enchantment — Aura uncommon Foundations Jumpstart
  12. When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.

    3 Mana Value 3 Power 3 Toughness Creature — Dinosaur common Foundations Jumpstart
  13. Arbor Armament Magic Cards

    Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)

    1 Mana Value Instant common Foundations Jumpstart
  14. Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

    6 Mana Value 5 Power 7 Toughness Creature — Elemental mythic Foundations Jumpstart
  15. Ainok Guide Magic Cards

    When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Search your library for a basic land card, reveal it, then shuffle and put that card on top.

    2 Mana Value 1 Power 1 Toughness Creature — Dog Scout common Foundations Jumpstart
  16. This creature has reach as long as it has a +1/+1 counter on it. (It can block creatures with flying.)

    3 Mana Value 4 Power 1 Toughness Creature — Dog Archer common Foundations Jumpstart
  17. At the beginning of your end step, put a +1/+1 counter on target Beast creature you control.

    3 Mana Value 2 Power 3 Toughness Creature — Elf Shaman common Foundations Jumpstart
  18. Adventure Awaits Magic Cards

    Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.

    2 Mana Value Sorcery common Foundations Jumpstart
  19. Young Pyromancer Magic Cards

    Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.

    2 Mana Value 2 Power 1 Toughness Creature — Human Shaman uncommon Foundations Jumpstart
  20. Voldaren Epicure Magic Cards

    When this creature enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")

    1 Mana Value 1 Power 1 Toughness Creature — Vampire common Foundations Jumpstart