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10 - Anthems & Protections
10 - Anthems & Protections
50 - Mana Rocks & Ramp
50 - Mana Rocks & Ramp
01 - ADVENTURES
This spell costs {1} less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)

01 - ADVENTURES
20 - Interaction
20 - Interaction
60 - Special Lands
This land enters tapped. {T}: Add {G} or {U}. {3}{G}{U}: Until end of turn, this land becomes a 5/5 green and blue Plant creature with trample. It's still a land. Whenever this land attacks, up to one other target creature has base power and toughness 3/3 until end of turn.

60 - Special Lands
02 - BACK TO HAND
02 - BACK TO HAND
30 - Card Advantage
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost. Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

When Volo enters, create Volo's Journal, a legendary colorless artifact token with hexproof and "Whenever you cast a creature spell, note one of its creature types that hasn't been noted for Volo's Journal." {2}, {T}: Draw a card for each creature type noted for target permanent you control named Volo's Journal. Choose a Background

30 - Card Advantage
03 - COPY
03 - COPY
40 - Graveyard
40 - Graveyard
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