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  1. Devouring Swarm Magic Cards

    Flying Sacrifice a creature: This creature gets +1/+1 until end of turn.

    3 Mana Value 2 Power 1 Toughness Creature — Insect common Foundations Jumpstart
  2. Dark Supplicant Magic Cards

    {T}, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.

    1 Mana Value 1 Power 1 Toughness Creature — Human Cleric uncommon Foundations Jumpstart
  3. Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.) Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.

    6 Mana Value 5 Power 5 Toughness Creature — Vampire rare Foundations Jumpstart
  4. Return target creature card from your graveyard to your hand. Put a +1/+1 counter on up to one target Zombie you control. Flashback {3}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    1 Mana Value Sorcery common Foundations Jumpstart
  5. Coat with Venom Magic Cards

    Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

    1 Mana Value Instant common Foundations Jumpstart
  6. When this creature enters, you may exile target creature card from a graveyard. If you do, create a 2/2 black Zombie creature token.

    5 Mana Value 3 Power 3 Toughness Creature — Human Wizard common Foundations Jumpstart
  7. Bloodgift Demon Magic Cards

    Flying At the beginning of your upkeep, target player draws a card and loses 1 life.

    5 Mana Value 5 Power 4 Toughness Creature — Demon rare Foundations Jumpstart
  8. Blood Fountain Magic Cards

    When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {3}{B}, {T}, Sacrifice this artifact: Return up to two target creature cards from your graveyard to your hand.

    1 Mana Value Artifact common Foundations Jumpstart
  9. When this enchantment enters, create a 1/1 white Human Soldier creature token. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.

    3 Mana Value Enchantment uncommon Foundations Jumpstart
  10. Balustrade Spy Magic Cards

    Flying When this creature enters, target player reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

    4 Mana Value 2 Power 3 Toughness Creature — Vampire Rogue common Foundations Jumpstart
  11. Audacious Thief Magic Cards

    Whenever this creature attacks, you draw a card and you lose 1 life.

    3 Mana Value 2 Power 2 Toughness Creature — Human Rogue common Foundations Jumpstart
  12. Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.

    1 Mana Value 1 Power 1 Toughness Creature — Human Cleric uncommon Foundations Jumpstart
  13. Alchemist's Gift Magic Cards

    Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

    1 Mana Value Instant common Foundations Jumpstart
  14. Winged Words Magic Cards

    This spell costs {1} less to cast if you control a creature with flying. Draw two cards.

    3 Mana Value Sorcery common Foundations Jumpstart
  15. Flying Whenever a creature with flying attacks, you may draw a card.

    7 Mana Value 3 Power 7 Toughness Creature — Sphinx rare Foundations Jumpstart
  16. Windcaller Aven Magic Cards

    Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.

    6 Mana Value 4 Power 3 Toughness Creature — Bird Wizard common Foundations Jumpstart
  17. Whenever you cast your first spell during each opponent's turn, draw a card.

    3 Mana Value 2 Power 2 Toughness Enchantment Creature — Horse Fish rare Foundations Jumpstart
  18. Waterkin Shaman Magic Cards

    Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.

    2 Mana Value 2 Power 1 Toughness Creature — Elemental Shaman common Foundations Jumpstart
  19. When this enchantment enters, draw three cards, then discard a card. When a Cartouche you control enters, return this enchantment to its owner's hand.

    4 Mana Value Enchantment uncommon Foundations Jumpstart
  20. Tolarian Kraken Magic Cards

    Whenever you draw a card, you may pay {1}. When you do, you may tap or untap target creature.

    6 Mana Value 4 Power 6 Toughness Creature — Kraken uncommon Foundations Jumpstart