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  1. [+1]: Put a +1/+1 counter on each of up to two target creatures. [−2]: Return target creature card with mana value 2 or less from your graveyard to the battlefield. [−7]: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."

    4 Mana Value Legendary Planeswalker — Ajani mythic Foundations Jumpstart
  2. Ghitu Encampment Magic Cards

    This land enters tapped. {T}: Add {R}. {1}{R}: This land becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)

    0 Mana Value Land uncommon Foundations Jumpstart
  3. Look at the top four cards of your library. You may reveal a creature card and/or a land card from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.

    3 Mana Value Sorcery common Foundations Jumpstart
  4. Whenever a player casts a spell, you may put a +1/+1 counter on this creature. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.

    4 Mana Value 0 Power 3 Toughness Creature — Elemental rare Foundations Jumpstart
  5. Elvish Visionary Magic Cards

    When this creature enters, draw a card.

    2 Mana Value 1 Power 1 Toughness Creature — Elf Shaman common Foundations Jumpstart
  6. Seize the Spoils Magic Cards

    As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

    3 Mana Value Sorcery common Foundations Jumpstart
  7. Dragon's Fire Magic Cards

    As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control. Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead.

    2 Mana Value Instant common Foundations Jumpstart
  8. {3}, {T}, Sacrifice an artifact or land: Draw a card.

    3 Mana Value 3 Power 2 Toughness Creature — Goblin common Foundations Jumpstart
  9. {1}{R}: Goblins you control get +1/+0 and gain haste until end of turn. Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.

    2 Mana Value 2 Power 2 Toughness Creature — Goblin uncommon Foundations Jumpstart
  10. Thieves' Tools Magic Cards

    When this Equipment enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment common Foundations Jumpstart
  11. Shambling Ghast Magic Cards

    When this creature dies, choose one — • Target creature an opponent controls gets -1/-1 until end of turn. • Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

    1 Mana Value 1 Power 1 Toughness Creature — Zombie common Foundations Jumpstart
  12. Sangromancer Magic Cards

    Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life.

    4 Mana Value 3 Power 3 Toughness Creature — Vampire Shaman rare Foundations Jumpstart
  13. Deadly Dispute Magic Cards

    As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

    2 Mana Value Instant common Foundations Jumpstart
  14. {3}{B}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.

    2 Mana Value 2 Power 1 Toughness Creature — Human Cleric uncommon Foundations Jumpstart
  15. Creatures your opponents control get -2/-0 until end of turn. Draw a card.

    3 Mana Value Instant common Foundations Jumpstart
  16. Sudden Insight Magic Cards

    Draw a card for each different mana value among nonland cards in your graveyard.

    6 Mana Value Instant uncommon Foundations Jumpstart
  17. Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, you may draw a card.

    4 Mana Value 2 Power 2 Toughness Creature — Human Ninja common Foundations Jumpstart
  18. Vigilance, lifelink (Attacking doesn't cause this creature to tap. Damage dealt by this creature also causes you to gain that much life.) {T}: Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.

    1 Mana Value 1 Power 1 Toughness Creature — Human Cleric rare Foundations Jumpstart
  19. Plate Armor Magic Cards

    Equipped creature gets +3/+3 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {3}. This ability costs {1} less to activate for each other Equipment you control. ({3}: Attach to target creature you control. Equip only as a sorcery.)

    3 Mana Value Artifact — Equipment uncommon Foundations Jumpstart
  20. Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card.

    3 Mana Value 2 Power 2 Toughness Creature — Human Soldier uncommon Foundations Jumpstart