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Drowsing Tyrannodon Magic CardsDefender (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 -
Drover of the Mighty Magic CardsThis 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 -
Deepwood Denizen Magic CardsVigilance (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 -
Commune with Dinosaurs Magic CardsLook 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 -
Cherished Hatchling Magic CardsWhen 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 -
Bushwhack Magic CardsChoose 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 -
Briarbridge Tracker Magic CardsVigilance (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 -
Bounty of Skemfar Magic CardsReveal 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 -
Bond of Flourishing Magic CardsLook 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 -
Big Play Magic CardsTarget 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 -
Audacity Magic CardsEnchant 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 -
Armored Kincaller Magic CardsWhen 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 -
Arbor Armament Magic CardsPut 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 -
Ancient Greenwarden Magic CardsReach (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 -
Ainok Guide Magic CardsWhen 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 -
Ainok Artillerist Magic CardsThis 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 -
Advocate of the Beast Magic CardsAt 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 -
Adventure Awaits Magic CardsLook 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 -
Young Pyromancer Magic CardsWhenever 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 -
Voldaren Epicure Magic CardsWhen 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