Prismatic enters the Atomic Age

Prismatic in the Ravnica Era

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The letter P!rismatic has just entered the Atomic Age.

Prismatomic!

Every time a set comes out, it's like a whole new set of scientific discoveries, discoveries that contribute either little modern conveniences or sweeping technological advances to the format. Odyssey brought the steam power of graveyard-active cards. Onslaught added the coal technology of landcycling. Champions of Kamigawa was the petroleum fuel of amazing mana fixing.

Ravnica is nuclear power. It split the atom. It opens up new fields of study and new sources of energy after some genius in a patent office had a brainstorm.

I know I'm hopping up and down on the metaphor. But it's that revolutionary.

Now, the effect on the Prismatic metagame might be subtle at first. The Ravnica spoiler teems with fun cards to stick into your Prismatic deck, and you may initially be hard-pressed to notice any significant power difference as people add Prismatic goodies to their collections. But there are some mechanics and individual cards in this set that will grow to become staples of the format—or find their way on the banned list. Today I'll be looking at these potent goodies and discussing what possibilities they offer for your Prismatic decks, and pointing out what changes the atomic-powered Ravnica may bring the future of our favorite format.

Important: Doug does not speak for R&D

It's important to note at this point that, while I am an employee of Wizards of the Coast, I am not a member of R&D, and I do not make decisions regarding the Prismatic banned list. My job at Wizards is web developer—I am simply a fan of Prismatic and I do not know what R&D's plans are, if any, about Ravnica cards in the format. While I discuss the issue of bannings in this article, I am in no way speaking for R&D and I will be just as curious to see what effects Ravnica has on the Prismatic banned list, if any, as you are.

A Pit Stop: Tutors and Prismatic

Let's step back a moment and talk about inconsistency. Part of the point of both Prismatic's 250-card minimum deck size and its five-color requirements is to encourage inconsistency. You get to fill your deck with the most bombtastic bombs available in Magic Online, yet the format doesn't degenerate into turn-two, three-card, game-over combos. With that 250-card, five-color library, you're very unlikely to draw those three perfect combo cards and have the correct mana to cast them. This keeps the format kooky and fun—sometimes your deck comes out of the blocks like a finely-tuned Ferrari, rumbling with powerful spells and the proper mana to hurl them opponentward; and sometimes it behaves like a nigh-dead jalopy, coughing up a goofy mixture of Rampant Growths, cycling lands, and a mana myr, and eventually keeling over. It's that variation that we look for in, and love about, Prismatic.

However, one type of spell can squash this randomness almost out of existence: the “tutor”—a card that lets you search your library (or collection) for just the card you need. Most of the cards banned in Prismatic (such as Diabolic Tutor, the Wishes, and Eladamri's Call) are tutors. The other cards banned in Prismatic are cards that effectively end the game as soon as you draw and cast them (Sundering Titan, Upheaval, Rude Awakening)—these cards would also squash the usual Prismatic variety of games into dreary sameness.

Now, some of the cards that qualify as tutors in the Magic Online card pool are restricted enough that they don't pose a power or boringness problem in Prismatic. If a card can only fetch you a narrow class of cards, R&D has seen fit to let it slide. Eerie Procession only gets you an Arcane spell, for example. Steelshaper's Gift only gets equipment. Diabolic Intent forces you to sacrifice a creature. Trinket Mage almost reads “search your library for a card named Sensei's Divining Top, reveal it, and put it into your hand”—good, but still not game over. Fierce Empath might be the best tutor in the format, and it can only get you a 6-or-more-mana creature in hand along with a 1/1.

Ravnica's Tutoring Powers

Ravnica represents some of the most powerful tutoring a Magic set has ever seen. In the coming weeks and months, I'm sure R&D will have their eye on how Ravnica changes Prismatic, especially when it comes to how its tutors turn out in the fun department. In the meantime, let's run down the conspicuous library-searchers and compare them to tutors both banned and legal.

Chord of Calling. This card fetches a creature and drops it onto the board for X ManaGreen ManaGreen ManaGreen Mana. The banned Eladamri's Call is much cheaper, but note that the essentially nine-mana Tooth and Nail is also banned in Prismatic. Chord of Calling has Tooth's advantage of putting the creature directly into play, overcoming tough mana costs that you might find on Faceless Butcher or Lightning Angel if you can spare the Green ManaGreen ManaGreen Mana. The fact that it's an instant is huge as well—an instant-speed Flametongue Kavu is much more likely to take down two creatures when it appears during the time between your opponent's declare attackers step and your own declare blockers. This card may prove an annoying powerhouse or merely a great trick for deploying utility creatures.

Congregation at Dawn. This card searches for three creatures and puts them on top of your library for Green ManaGreen ManaWhite Mana. It can become a stream of threats, an arsenal of utility, or both—consider a stack of Phyrexian Rager, Nekrataal, and Eternal Witness. I've found, however, that I'd rather not lock in my next three draw phases with creatures, and so it becomes an overpriced Worldly Tutor. Even that, however, is pretty good. With the variety of creatures available to us in Prismatic, this card can single-handedly turn Green ManaGreen ManaWhite Mana into an avalanche of momentum by taking the randomness out of your next one, two or three draws.

Three Dreams. The three-aura tutor. The other cards that let you tutor for multiple cards -- Gifts Ungiven, Buried Alive and Quiet Speculation -- are all banned. Three Dreams is probably of lesser power, however, even with the multitalented auras available now in Prismatic such as Galvanic Arc and Persuasion. Auras require you to have creature targets for them, are generally playable only at sorcery speed, and create the potential for 2-for-1 card disadvantage should your opponent kill that Armadillo Cloaked Trinket Mage. Still, you've already drawn three cards of your choice from your deck for a very splashable 4 ManaWhite Mana.

Sunforger. Equipment is already a strong card type in Prismatic for the way it turns utility creatures, mana elves, previously dropped man-lands and other random creature draws into a consistent fighting force. For three mana to play and three to equip, a +4/+0 bonus already turns the odd Solemn Simulacrum or Nantuko Monastery into a fearsome threat, often straining your opponent's removal by forcing him to choose between the equipment and the creature wielding it. But it's Sunforger's tutoring ability that puts exclamation points above a Prismatic player's head—and it's not just tutoring, but repeatable tutoring along with the free playing of the tutored-for card. With a properly-stocked library, one lowly Nantuko Vigilante can pick up and put down that Sunforger over and over, each time plucking out the perfect answer to whatever your opponent spends his mana on, and meanwhile hitting for damage turn after turn. Burn your chump-blocker with Lightning Helix at the end of your turn; untap, equip Sunforger, swing for 7. Destroy your Cage of Hands with Seed Spark; untap, equip Sunforger, swing for 7. With enough mana fed into it, this magic maul can turn into a one-card engine that can turn around the game or simply end it in your favor.

These are some amazing tutors that have found their way into the Prismatic cardpool. If any of them end up getting themselves banned in Prismatic, they may be shown the door even if they are not particularly overpowered on their own, but because they would contribute to the overall number of good-but-not-broken tutors available in the format.

Which brings us to transmute.

Transmute in Prismatic

Cards with House Dimir's transmute mechanic let you tutor for any card of the same converted mana cost. The transmute cost is always 1CC, either 1 ManaBlack ManaBlack Mana, 1 ManaBlue ManaBlack Mana or 1 ManaBlue ManaBlue Mana, and it can only be played as a sorcery. The thirteen cards that have the mechanic are as follows:

  1. Brainspoil
  2. Clutch of the Undercity
  3. Dimir House Guard
  4. Dimir Infiltrator
  5. Dimir Machinations
  6. Dizzy Spell
  7. Drift of Phantasms
  8. Ethereal Usher
  9. Grozoth
  10. Muddle the Mixture
  11. Netherborn Phalanx
  12. Perplex
  13. Shred Memory

The transmute mechanic adds thirteen library-searchers to the format. Is the mechanic itself too strong for Prismatic? After some serious study (which means, building a bunch of Prismatic decks and playing them—yeah, life is hard), I'm not sure it's too powerful—and I'm pretty sure it's fun. Let's look at how best to use transmute in Prismatic, and you can judge for yourself.

Deckbuilding with Transmute: Anticipating Needs

The transmute ability lets you search your deck for any card with the same converted mana cost as the transmuted card. The mana cost is not prohibitive: it's always one generic mana and two colored. But transmuting isn't like cycling a Krosan Tusker at end of turn, then untapping and using your new toys; it's only playable whenever you could play a sorcery. This slows down the mechanic a bit—you'll often want to transmute only when necessary, and otherwise you're better off spending your mana on other castable spells already in your hand. But there's still quite a bit of power to transmute.

So far I've found that the decision to transmute during a game of Prismatic means one of three things: one, you're against the ropes and scrambling for a solution to something nasty; two, your mana is undeveloped and you need a way to ramp up or color-fix your mana to cast spells in your hand; or three, the game-state is stable, you've got time and mana to spare, and you're looking to win the game. Essentially, you're looking for either an answer, a threat (and see my article on Prismatic control decks for more detail on answers and threats), or mana-fixing. If you're considering adding transmute cards to your Prismatic deck, you'll need to anticipate these three needs and build the rest of your deck accordingly.

Preparing your deck so that you can transmute for mana and threats is generally easy. If you've played much Prismatic, you're already running both mana-fixing and efficient creatures to play in the early goings of the game, and the one- to three-mana transmute cards can get you to them easily. If you're already at four mana and up, you're probably in less need for mana-fixing, and you're probably already deploying threats at a steady rate. But answers—cards that disrupt your opponent's strategies and drain his resources—may take a bit more forethought.

To this end, I've built a “need vs. cost” chart. Each column of the chart represents a type of card I've wanted to tutor for, and each row is cards of a transmutable converted mana cost. The first two columns are examples of mana-fixing spells and game-winning threats—if you drew Dimir Infiltrator and needed mana-fixing, for example, you could transmute it into Sakura-Tribe Elder. If you drew Brainspoil but really just needed a way to win the game, you could transmute it into Genju of the Realm and get the hurt on.

The rest of the chart is mostly types of answers—ways to blow up the bad things on your opponent's side of the line and stop his overall strategy. It's very common for you to want a way to kill one or more creatures, for example, so there are columns for pinpoint creature removal and for mass creature removal. But Prismatic is also full of harder-to-deal-with menaces such as Mirari's Wake, Crystal Shard, or Eternal Dragon, so it also includes columns for artifact/enchantment removal and for cards that deal with graveyard recursion. Okay, hit 'em with the chart already!

Tutor Targets / Mana Costs

Mana-fixing

Threats

Pinpoint creature removal

Mass creature removal

Artifact and enchantment removal

Graveyard removal

Card advantage

1 mana: Dizzy Spell

Weathered Wayfarer, Terrarion

Fireball, Isamaru, Hound of Konda

Reciprocate, Firebolt

Earthquake, Hail of Arrows

Oxidize, Demystify

Scrabbling Claws, Coffin Purge

Sensei's Divining Top, Skeletal Scrying

2 mana: Shred Memory, Muddle the Mixture, Dimir Infiltrator

Sakura-Tribe Elder, Farseek

Wild Mongrel, Gaea's Skyfolk

Terminate, Reprisal

Pyroclasm, Starstorm

Hull Breach, Naturalize

Withered Wretch, Reito Lantern

Life from the Loam, Isochron Scepter

3 mana: Drift of Phantasms, Dimir Machinations, Perplex

Kodama's Reach, Spectral Searchlight

Psychatog, Granite Shard

Rend Flesh, Putrefy

Oblivion Stone, Pernicious Deed

Vindicate, Terashi's Grasp

Gravegouger, Reminisce

Bloodletter Quill, Thirst for Knowledge

4 mana: Dimir House Guard, Clutch of the Undercity

Explosive Vegetation, Solemn Simulacrum

Mystic Enforcer, Ninja of the Deep Hours

Flametongue Kavu, Eradicate

Wrath of God, Hideous Laughter

Seed Spark, Nantuko Vigilante

Mourner's Shield, Mnemonic Nexus

Fact or Fiction, Etched Oracle

5 mana: Brainspoil

Frenzied Tilling, Mirari's Wake

Arc-Slogger, Genju of the Realm

Ribbons of Night, Persuasion

Rout, Dregs of Sorrow

Rain of Rust

 

Allied Strategies, Mind's Eye

6 mana: Ethereal Usher

Elvish Aberration, Twisted Abomination

Rith, the Awakener, Triskelion

Duplicant, Betrayal of Flesh

Akroma's Vengeance, Solar Tide

Looming Hoverguard, Confiscate

 

Opportunity, Arcanis the Omnipotent

9 mana: Grozoth

 

Bringer of the Whatever Dawn, Dragonstorm

Volley of Boulders, Searing Wind

Plague Wind, Kuro, Pitlord

   

Bringer of the Blue Dawn, Myojin of Life's Web

The cards in the chart are just examples—as a five-color format spanning six blocks, Prismatic offers plenty of goodies at most converted mana costs, especially from two to four. But it's a huge chart—how can you integrate transmute smoothly into a Prismatic deck?

Choose either black or blue. One strategy might be to run only black or blue transmute cards. One of the difficulties in using transmute effectively is being able to cast your tutored-for card immediately: try transmuting Shred Memory into a needed Withered Wretch—that's 1 ManaBlack ManaBlack ManaBlack ManaBlack Mana! If you only run black transmute spells, for example, you can emphasize black in your mana base, and de-emphasize black in your transmute toolbox, so you stand a better chance of being able to transmute and cast smoothly.

Choose one or two converted mana cost slots. You could almost fill your 250 slots with only transmute targets if you ran all thirteen transmute spells. And some of the transmute spells have more useful targets than others. So why not emphasize only one or two converted mana cost? Stick with CMC 2 for early game utility targets, and 5 for more dramatic late-game spells. Or just go with the 3-mana sweet spot.

Stick with the cheaper transmute spells. Transmuting for a spell that costs more than three, and then casting it in the same turn, can get pretty mana-intensive. You might try steering clear of Ethereal Usher in favor of Dimir Infiltrator and Perplex. And even though Prismatic is a relatively slow format, 9 mana is still a lot—still, I'd love to try running Grozoth sometime.

Here's a deck that tries to split the difference between several tutoring toolboxes: it's got 2- and 3-mana transmute targets, Sunforger targets, Fierce Empath targets, and Trinket Mage targets. Want to know whether heavy tutoring wins Prismatic games? Give this deck a spin.

Transmute 23 Skidoo!

Main Deck

250 cards

Barren Moor
Bloodstained Mire
Dimir Aqueduct
Flooded Strand
10  Forest
Forgotten Cave
Golgari Rot Farm
Grand Coliseum
10  Island
Krosan Verge
Lonely Sandbar
Mirrodin's Core
Mountain
Overgrown Tomb
Plains
Polluted Delta
Sacred Foundry
Salt Marsh
Secluded Steppe
Sunhome, Fortress of the Legion
11  Swamp
Temple Garden
Tendo Ice Bridge
Tranquil Thicket
Vitu-Ghazi, the City-Tree
Watery Grave
Windswept Heath
Wooded Foothills

93 lands

Chartooth Cougar
Civic Wayfinder
Dimir Guildmage
Dimir Infiltrator
Drift of Phantasms
Etched Oracle
Eternal Dragon
Eternal Witness
Fierce Empath
Firemane Angel
Flametongue Kavu
Genesis
Golgari Guildmage
Grave-Shell Scarab
Merfolk Looter
Nantuko Vigilante
Nezumi Graverobber
Noble Templar
Phyrexian Rager
Plated Slagwurm
Psychatog
Sakura-Tribe Elder
Selesnya Guildmage
Shadowmage Infiltrator
Shambling Shell
Skullsnatcher
Stinkweed Imp
Sunscape Battlemage
Thornscape Battlemage
Thunderscape Battlemage
Trinket Mage
Troll Ascetic
Viridian Shaman
Viridian Zealot
Wild Mongrel
Withered Wretch

75 creatures

Blind with Anger
Bloodletter Quill
Breaking Point
Call of the Herd
Chainer's Edict
Chastise
Compulsion
Crystal Shard
Death Grasp
Dimir Machinations
Disenchant
Dismantling Blow
Engineered Explosives
Farseek
Fellwar Stone
Fire // Ice
Granite Shard
Grim Reminder
Honden of Infinite Rage
Kodama's Reach
Life from the Loam
Lightning Helix
Muddle the Mixture
Naturalize
Night's Whisper
Oblivion Stone
Orim's Thunder
Pernicious Deed
Perplex
Probe
Putrefy
Pyrite Spellbomb
Pyroclasm
Reminisce
Rend Flesh
Reprisal
Scrabbling Claws
Sensei's Divining Top
Shunt
Starstorm
Steelshaper's Gift
Sunforger
Sword of Fire and Ice
Sword of Light and Shadow
Tainted Pact
Terashi's Grasp
Terminate
Terror
Thirst for Knowledge
Vindicate

82 other spells



But wait, there's more

All this library-searching is certainly head-spinning for us Prismatic players. But tutoring is not the only Atomic-Age development that Ravnica offers. Let's look at one more advanced mechanic and some individual cards that hold promise for the format.

Dredge: Grave Threats

What Eternal Witness, Black mages, and the entire Odyssey block have known for years, Prismatic is still learning: the graveyard is a great place to keep your stuff. If your biggest hurdle to winning the game is your opponent killing all your creatures, why not use creatures that enjoy dying? Graveyard-friendly mechanics like flashback and cycling are already big hits in Prismatic, and dredge enhances those strategies while presenting a powerful new twist.

"If you strike me down, I shall become more powerful than you can possibly imagine."
- Obi-Wan Kenobi, Jedi Knight and inspiration for the Judgment Incarnations

Almost every removal spell, from Flametongue Kavu to Putrefy, makes the assumption that the zone of concern is in play. Your opponent will usually be worried about your creatures turning sideways and knocking their power numbers off their life total, so he'll be packing flexible and powerful removal for anything with a toughness value.

But the Golgari guild brings us a new way to wear down, or evade entirely, that sort of removal. Let's look at the deceptively simple Shambling Shell. A 3/1 might not be the most durable creature in the format, but one that just won't stay down, and one that gives out little +1/+1 packages of joy as it dies repeatedly, is a force to be reckoned with. Your opponent's normally efficient removal spells now only trade with the first incarnation of your 3/1, leaving you the option of drawing it as many times, plus one, as your opponent manages to kill it.

Now tack on the ability to fill your graveyard as it does its dirty work, and you've got a beatdown machine, a creature-pumper, and a card selection engine all in one efficient three-mana package. In fact, the most powerful facet of a dredge card might not be its effect of replacing your draw with itself, but its cost -- of milling yourself of a set number of cards, for zero mana and almost at will.

Dredge cards can create a synergistic alliance with Odyssey block mechanics such as flashback, threshold, and Incarnations, and other Prismatic mainstays such as Eternal Witness, Pyre Zombie, and Oversold Cemetery. Use Stinkweed Imp to trade with your opponent's rampaging Etched Oracle, then fill your graveyard with Deep Analyses and Angers. Cast increasingly larger Golgari Grave-Trolls while stocking the bin with Roar of the Wurm and tasty targets for Gravedigger. Take a page from the Pro Tour and combine Life from the Loam with cycling lands and Onslaught fetchlands (and after December 5th, Mirage fetchlands!) to create a sick card-drawing engine that, for the cost of a cycled Barren Moor, can leap to the safety of your hand in response to a Nezumi Graverobber activation. Or pick apart your opponent's hand with a steady assault of Nightmare Voids until you're ready to drop a game-winning threat.

And dig this, House Dimir -- our decks are 250 cards or bigger! We can dredge with impunity without worrying about running out of library! I've seen Prismatic mages Traumatize themselves for the benefits of an extremely well-stocked graveyard; this format offers unique opportunities to abuse a runaway Golgari Grave-Troll that never even sees play.

I think you'll see a lot of dredge in Prismatic games to come. As a sample, here's a dredge-intensive Prismatic deck for the budget-minded, featuring zero rare cards.


The Rest of the Ravnica Lineup

Ravnica offers delectable treats in all the other accepted areas of treat-categorization.

Mana-fixing. As the herald of the return of gold cards, Ravnica offers plenty of ways to fix your mana. Enough can't be said about the power of the Ravnica duals (Sacred Foundry, Temple Garden, Overgrown Tomb, and Watery Grave). Even if you never use their ability to come into play untapped, Prismatic offers so many ways to search for them, you may never need a set of four. Search for them with the Onslaught fetchlands. Search for them with landcyclers. Search for them with Wood Elves. Search for them in multiples with Gift of Estates or Krosan Verge. Ravnica even offers the handy Farseek, which can get you any color you need if you have one of each in your deck.

If the cost of the new duals has you down, the common bouncelands (Boros Garrison, Selesnya Sanctuary, Golgari Rot Farm, and Dimir Aqueduct) are quite handy for fixing your mana, bringing you two colors for the cost of a short wait. It's important to give these lands serious consideration in Prismatic -- it can be hard to appreciate the kind of advantages they confer. It's not only about the two colors of mana in one card -- it's two actual mana in one card. Two lands in your opening hand, including one of these bouncelands, means getting to the often-crucial three-mana mark with only two cards, which allows you to keep more hands and fix your mana along the way.

Ravnica also offers Civic Wayfinder, a sort of beefier cousin to Sakura-Tribe Elder, or a slightly cheaper and more straightforward Solemn Simulacrum. He only fetches a basic land, only puts that land into your hand instead of into play, and doesn't draw you a card when he dies—but I must confess, I love Civic Wayfinder. He's just the sort of solid card I love to draw—he develops your board with a warm body and develops your mana at the same time, all for a reasonable price tag. In the same vein, Spectral Searchlight trades Darksteel Ingot's indestructibility for the potential to ping your opponent for a few points of mana burn here and there—along with the guild signets and Terrarion, it's a dependable addition to the Prismatic artifact-mana lineup.

And did you know Birds of Paradise was reprinted in Ravnica? Yeah, I thought you may have heard.

Removal and card-drawing. The City of Guilds also brings us lovely ways to blow things up and draw us into our game-winners. Prismatic players are always looking for flexible removal at a cheap price, and Putrefy doesn't get much better, supplementing (or kicking to the curb) both Rend Flesh and Naturalize for cheap, instant-speed creature/artifact removal. There's also Seed Spark which may get the nod over Orim's Thunder or Dismantling Blow as ways to get card advantage while taking out a Honden. I'm already fond of Ribbons of Night as a lovely way to shred an attacking opponent's momentum and dig for the light at the end of the tunnel.

For fans of full hands, there's the flexible Consult the Necrosages or Compulsive Research. I think you'll see more and more of Bloodletter Quill and Bottled Cloister in Prismatic, and some Prismatic decks will be able to take advantage of swingy card-drawers like Flow of Ideas and Primordial Sage.

The beatdown. Then, of course, there's the new beasties to add to your creature mix. The guildmages are all high-quality tricksters and good attackers for a cheap and flexible-to-cast price. I'm especially interested in Dimir Guildmage and Golgari Guildmage for their late-game potential, but Selesnya Guildmage's army-creation and Boros Guildmage's Lightning Greaves-like haste-granting can also help you bust through going long. Dimir Cutpurse offers a new-fangled variation on the Ninja of the Deep Hours or Thieving Magpie, and can really run wild on Prismatic's often-empty board.

But it's not all cheap, compact weenies. Tipping the other end of the scales are such game-winners as Mindleech Mass, Firemane Angel, and Gleancrawler. These heavy hitters join the ranks of Dragons, Bringers, and Pit-Fighter Legends as ways to pose a very serious question that your opponent's hand better have an answer for, and quick. I've even got a mind to try out Szadek… Didn't Gottlieb have a Prismatic milling deck sometime?

Atom-Smashing Fun

I think you'll have fun with Prismatic's new capabilities with Ravnica. We may all be playing with fire for a time, in the Wild West days before R&D and the Prismatic community discover whether any Ravnica cards are just not appropriate for the format. But for now—run anything you want, and enjoy atomic-powered Prismatic!


Postscript: (Almost) Mono-Color Prismatic Decks?

As an aside, I've seen more than one player in the Casual Room try an almost mono-color Prismatic deck. How is that possible? By playing an extremely—and I mean extremely—large deck (and by using cycling cards and other tricks to “feel” as mono-color as possible), you can minimize your off-color spell requirements and bulk up on your main color. It's a fun idea—you get to run one color of mana almost exclusively, and you'll discover advantages of consistency and speed over a deck that actually expects to cast spells of all five colors. The drawback is that you'll have to run a tremendous number of spells in that one color to effectively dilute down the ratios of your other eighty colored spells. Here's a shot at a “Prismatic White Weenie” deck I built that weighs in at over 800 cards—and I'm pretty sure it still needs to be bigger in order to feel more consistently mono-white. Still, I get to play Dawn Elemental in Prismatic! Have fun!

The 800-Pound Albino Gorilla

Main Deck

865 cards

Abandoned Outpost
Adarkar Wastes
Archaeological Dig
Battlefield Forge
Bloodstained Mire
Boros Garrison
Brushland
Caves of Koilos
City of Brass
Cloudcrest Lake
Coastal Tower
Eiganjo Castle
Elfhame Palace
Flooded Strand
12  Forest
Grand Coliseum
Island
Krosan Verge
Mirrodin's Core
Mountain
159  Plains
Polluted Delta
Sacred Foundry
Secluded Steppe
Selesnya Sanctuary
Skycloud Expanse
Sungrass Prairie
Sunhome, Fortress of the Legion
Swamp
Temple Garden
Tendo Ice Bridge
Tranquil Garden
Vitu-Ghazi, the City-Tree
Windswept Heath
Wooded Foothills

300 lands

Arcbound Slith
Auriok Champion
Auriok Glaivemaster
Aven Cloudchaser
Barkhide Mauler
Benalish Trapper
Benevolent Bodyguard
Boros Guildmage
Boros Swiftblade
Cathodion
Celestial Kirin
Chartooth Cougar
Daru Cavalier
Dawn Elemental
Disciple of Grace
Diving Griffin
Eight-and-a-Half-Tails
Elvish Aberration
Emissary of Hope
Eternal Dragon
Exalted Angel
Galina's Knight
Gempalm Avenger
Goblin Legionnaire
Gravedigger
Gustcloak Harrier
Hand of Honor
Intrepid Hero
Isamaru, Hound of Konda
Juggernaut
Kabuto Moth
Kami of Ancient Law
Keeneye Aven
Kentaro, the Smiling Cat
Krosan Tusker
Lantern Kami
Leonin Shikari
Leonin Skyhunter
Leonin Squire
Lieutenant Kirtar
Lightning Angel
Llanowar Knight
Longbow Archer
Master Decoy
Meddling Mage
Moonwing Moth
Mystic Crusader
Mystic Visionary
Ninja of the Deep Hours
Noble Templar
Obsidian Acolyte
Paladin en-Vec
Pegasus Charger
Phantom Nomad
Pianna, Nomad Captain
Planar Guide
Samurai of the Pale Curtain
Savannah Lions
Selesnya Guildmage
Sensei Golden-Tail
Shoreline Ranger
Silver Knight
Skyhunter Cub
Skyhunter Skirmisher
Slith Ascendant
Solemn Simulacrum
Soulcatcher
Spectral Lynx
Standard Bearer
Stoic Champion
Suntail Hawk
Taj-Nar Swordsmith
Thundersong Trumpeter
Trinket Mage
Twisted Abomination
Veteran Armorer
Veteran Cavalier
Watchwolf
Weathered Wayfarer
Whipcorder
White Knight
Wingbeat Warrior
Wirewood Guardian

332 creatures

Aether Vial
Akroma's Blessing
Akroma's Vengeance
Armadillo Cloak
Arrest
Banshee's Blade
Battle Screech
Bonesplitter
Break Asunder
Breath of Life
Cage of Hands
Charge Across the Araba
Chromatic Sphere
Claws of Wirewood
Death Grasp
Decree of Justice
Devouring Light
Divine Sacrament
Empyrial Plate
Fact or Fiction
Faith's Fetters
Fellwar Stone
Fire // Ice
Fireball
Gerrard's Verdict
Gift of Estates
Gilded Light
Glorious Anthem
Guided Strike
Leonin Sun Standard
Lightning Greaves
Lightning Helix
Loxodon Warhammer
Mask of Memory
Meekstone
Oblivion Stone
Otherworldly Journey
Pacifism
Pithing Needle
Promise of Bunrei
Pyrite Spellbomb
Raise the Alarm
Rally the Righteous
Renewed Faith
Reprisal
Sensei's Divining Top
Shared Triumph
Starstorm
Steelshaper's Gift
Stir the Pride
Sunforger
Suppression Field
Sword of Fire and Ice
Sword of Light and Shadow
Umezawa's Jitte
Vindicate
Vulshok Morningstar
Wayfarer's Bauble
Whispersilk Cloak
Wrath of God

233 other spells


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