THE FINAL TIER A 100-CARD COMMANDER DECK BUILT ENTIRELY FROM QUAKE III: ARENA ETERNAL · deck library · full set

Commander: Xaero, Undefeated ({R}{W}{B})  ·  63 nonland + 36 lands + commander = 100  ·  colour pips {W} 13 · {B} 20 · {R} 13
Plan: flood the arena with cheap champions, hand them weapons, and attack. Respawn and Xaero's end-step recursion mean every trade comes back; Kill Feed, Scoreboard and Killing Spree turn the body count into cards; Quad Damage, Doubler and the Railgun end it.
Singleton except basics. [TA] = Team Arena, [QL] = Quake Live.
00
14
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324
412
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62
7+0

Commander

Xaero, Undefeated{2}{R}{W}{B}
Xaero, Undefeated
Legendary Creature — Human Monk

First strike

Whenever Xaero attacks, it gets +1/+0 until end of turn for each other attacking creature you control.

At the beginning of your end step, you may return target creature card with mana value 3 or less from your graveyard to the battlefield tapped.

My soul for a true challenge!
—Xaero
4/4
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Creatures 20

Crash, Training Bot{W}
Crash, Training Bot
Legendary Creature — Human Soldier

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

She teaches you the ropes. Then you frag her with them.
1/2
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Grunt, Arena Fodder{B}
Grunt, Arena Fodder
Creature — Human Soldier

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

Nice place you got here. Could use a few gibs though.
—Grunt
1/1
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Bones, Rattling Champion{1}{B}
Bones, Rattling Champion
Creature — Skeleton Warrior

Menace

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

Hey, life goes on. Death just goes on longer.
—Bones
2/1
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Mynx, Quick Blade{1}{R}
Mynx, Quick Blade
Creature — Human Rogue

Haste

Whenever Mynx attacks, another target attacking creature gains first strike until end of turn.

I’ve been told that I’m good enough to die for.
—Mynx
2/1
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Slash, Sparking Skater{1}{B}
Slash, Sparking Skater
Creature — Human Rogue

Haste

Whenever Slash deals combat damage to a player, each opponent loses 1 life.

Sparks off the rails, all the way to your throat.
2/2
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Anarki, Cyber Skater{2}{R}
Anarki, Cyber Skater
Creature — Human Rogue

Haste

Whenever Anarki attacks, it gets +1/+0 until end of turn for each Equipment attached to it.

Chemicals, chrome, and a board that never touches the floor.
3/2
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Bitterman, Arena Veteran{2}{R}
Bitterman, Arena Veteran
Legendary Creature — Human Soldier

Whenever Bitterman attacks, you may attach target Equipment you control to it. Bitterman gains haste until end of turn.

Killed a planet's worth of Strogg. The Vadrigar took notice.
3/3
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Cadaver, Rotting Contender{2}{B}
Cadaver, Rotting Contender
Creature — Zombie Warrior

When Cadaver dies, each opponent loses 1 life and you gain 1 life.

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

To the victor goes the spoiled… and the ripe and the rotting. Yummm!
—Cadaver
3/2
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Daemia, Chained Fury{2}{B}
Daemia, Chained Fury
Creature — Human Berserker

Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)

When Daemia dies, draw a card.

¡Te veo en el infierno!
—Daemia
3/3
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Orbb, All-Seeing{2}{B}
Orbb, All-Seeing
Creature — Horror

Whenever Orbb attacks, target creature can't block this turn.

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

The chicks really dig big eyes.
—Orbb
1/4
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Phobos, Fear of Mars{2}{B}
Phobos, Fear of Mars
Legendary Creature — Human Soldier

Deathtouch

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

Named for a moon, and for what it does to people.
2/3
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Ranger, Arena Legend{1}{R}{W}
Ranger, Arena Legend
Legendary Creature — Human Soldier

First strike, haste

Whenever Ranger deals combat damage to a player, put a +1/+1 counter on target creature you control.

Stay still, so I can connect the dots.
—Ranger
3/3
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Sarge, Drill Instructor{2}{W}
Sarge, Drill Instructor
Legendary Creature — Human Soldier

Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)

Other Soldiers you control get +1/+0.

Everyone drop and give me 20!
—Sarge
3/3
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Visor, Faceless Veteran{2}{W}
Visor, Faceless Veteran
Creature — Human Soldier

First strike

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

I hope you heal fast, kid, because there’s more where that came from.
—Visor
3/2
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Doom, Hell Walker{2}{B}{B}
Doom, Hell Walker
Legendary Creature — Human Soldier

Menace

Whenever another creature dies, Doom deals 1 damage to any target.

He has done this before, in another arena, with worse odds.
4/3
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Hunter, Lord of Battle{2}{W}{B}
Hunter, Lord of Battle
Legendary Creature — Alien Warrior

Vigilance, lifelink

Whenever a creature you control with respawn dies, you gain 2 life.

The smell of reptiloids infects this place! And we are in need of new boots.
—Hunter
3/4
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Major, Squad Leader{3}{W}
Major, Squad Leader
Legendary Creature — Human Soldier

Vigilance

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

Respawn (When this creature dies, return it to the battlefield tapped at the beginning of the next end step.)

Camping AGAIN? Didn’t your therapist tell you to stop?
—Major
3/4
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Razor, Blade Runner{3}{R}
Razor, Blade Runner
Creature — Cyborg Warrior

Haste

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's attacking that player. Exile the tokens at end of combat.)

Here’s a career pointer: learn to cook.
—Razor
3/3
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Uriel, Fallen Judge{3}{B}
Uriel, Fallen Judge
Legendary Creature — Angel

Flying

Whenever another creature you control dies, put a +1/+1 counter on Uriel.

Do you not understand who I am?
—Uriel
3/3
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Tank Jr., Little Brother{4}{R}{R}
Tank Jr., Little Brother
Creature — Cyborg Warrior

Trample

When Tank Jr. enters, it deals 3 damage to target creature an opponent controls.

Junior. The big one is still on Stroggos.
6/5
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Equipment 12

Gauntlet{1}
Gauntlet
Artifact — Equipment

If Gauntlet is in your opening hand, you may begin the game with it on the battlefield.

Equipped creature gets +1/+0 and has first strike.

Equip {1}

You always have the Gauntlet. Killing with it is the insult.
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Grappling Hook{2}
Grappling Hook
Artifact — Equipment

Equipped creature gets +1/+1.

Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Equip {2}

Not in the tournament rules. Very much in the mod.
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Guard{2}
Guard
Artifact — Equipment

Equipped creature gets +1/+3 and has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)

Equip {2}

Double health, double armour, and a target on your back.
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Invisibility{2}
Invisibility
Artifact — Equipment

Equipped creature can't be blocked and has hexproof.

Equip {3}

A shimmer, if you are looking right at it. You are not.
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Machinegun{2}
Machinegun
Artifact — Equipment

Equipped creature gets +1/+0 and has "{T}: This creature deals 1 damage to any target."

Equip {1}

You spawn with it. You die with it. Occasionally you win with it.
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Scout{2}
Scout
Artifact — Equipment

Equipped creature gets +1/+0 and has haste and first strike.

Equip {1}

Faster, lighter, and carrying nothing it can hide behind.
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Shotgun{2}
Shotgun
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 1 damage to up to one target creature defending player controls.

Equip {2}

Point blank is a strategy.
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Grenade Launcher{3}
Grenade Launcher
Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 1 damage to each creature defending player controls.

Equip {2}

Bounce it down the corridor and count.
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Lightning Gun{3}
Lightning Gun
Artifact — Equipment

Equipped creature gets +1/+0 and has "{T}: This creature deals 2 damage to target creature."

Equip {2}

A rope of lightning, and you are holding the dry end.
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Railgun{4}
Railgun
Legendary Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature attacks, it deals 4 damage to target creature defending player controls. That damage can't be prevented.

Equip {3}

The only weapon in the arena that is entirely about being better than someone.
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Rocket Launcher{4}
Rocket Launcher
Artifact — Equipment

Equipped creature gets +3/+0 and has trample.

Whenever equipped creature attacks, it deals 2 damage to any target and 1 damage to you.

Equip {3}

The arena's whole economy runs on this gun.
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BFG10K{6}
BFG10K
Legendary Artifact — Equipment

Equipped creature gets +4/+0.

Whenever equipped creature attacks, it deals 3 damage to each creature defending player controls and 3 damage to defending player.

Equip {4}

Everyone in the arena hears you pick it up.
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Other Artifacts 14

Armor Shard{1}
Armor Shard
Artifact

When Armor Shard enters, you gain 2 life.

{T}: Add {C}.

Five points of armour on the floor of a corridor everyone runs through.
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Ammo Regen{2}
Ammo Regen
Artifact

{T}: Add {C}{C}. Spend this mana only to cast Equipment spells or activate abilities of Equipment.

The clip is never empty again. Nobody asks where it comes from.
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Haste{2}
Haste
Artifact

Vanishing 3 (This artifact enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Creatures you control have haste and get +1/+0.

Everything else in the arena slows down to watch.
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Item Respawn{2}
Item Respawn
Artifact

{T}: Add {R}, {W}, or {B}.

Thirty seconds, and the arena puts everything back exactly where it was.
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Scoreboard{2}
Scoreboard
Artifact

At the beginning of your end step, if a creature died this turn, draw a card.

Names, frags, deaths, ping. Nothing else about you survives the arena.
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Weapons Locker{2}
Weapons Locker
Artifact

Equipment spells you cast cost {1} less to cast.

Equip abilities you activate cost {1} less to activate.

Everything on the rack, and thirty seconds to choose.
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Yellow Armor{2}
Yellow Armor
Artifact

When Yellow Armor enters, you gain 2 life.

{T}: Add {R}, {W}, or {B}.

Fifty points of armour, sitting in the open, in the middle of the map.
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Ammo Depot{3}
Ammo Depot
Artifact

Ammo Depot enters tapped.

{T}: Add {C}{C}.

Boxes to the ceiling. The match will not last long enough to use them.
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Base Obelisk{3}
Base Obelisk
Artifact

{T}: Add two mana of any one color.

Whenever a creature you control dies, you gain 1 life.

Team Arena gave everyone something to defend. It did not make them better at defending it.
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Doubler{3}
Doubler
Artifact

If a creature you control would deal combat damage, it deals double that damage instead.

Half a Quad, all of the time.
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Frag Counter{3}
Frag Counter
Artifact

Whenever a creature dies, put a frag counter on Frag Counter.

{2}, Remove three frag counters from Frag Counter: Draw a card.

The number in the corner of everyone's vision.
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Harvester{3}
Harvester
Artifact

Whenever a creature dies, put a skull counter on Harvester.

{2}, {T}, Remove three skull counters from Harvester: Create a 2/2 black Skeleton Warrior creature token with haste.

Collect the skulls. Deliver them. Something answers.
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Quad Damage{3}
Quad Damage
Artifact

Vanishing 2 (This artifact enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

If a creature you control would deal damage, it deals four times that much damage instead.

The room goes blue. Everything in it goes red.
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Kamikaze{4}
Kamikaze
Artifact

{T}, Sacrifice Kamikaze: It deals 5 damage to each other creature and 2 damage to each opponent.

The skull ticks. Then the arena is briefly empty.
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Instants & Sorceries 11

Excellent!{1}{B}
Excellent!
Instant

Draw two cards. You lose 2 life.

Two frags, one shot, and the announcer noticed.
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Humiliation{1}{B}
Humiliation
Instant

Destroy target creature that was dealt damage this turn.

Killed with the Gauntlet. The whole arena heard it.
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Personal Teleporter{1}{W}
Personal Teleporter
Instant

Exile target creature you control, then return it to the battlefield under its owner's control. It gains first strike until end of turn.

Cornered is a choice.
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Splash Damage{1}{R}
Splash Damage
Instant

Splash Damage deals 3 damage divided as you choose among one, two, or three targets.

Aim at the floor. Physics does the rest.
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Out of the Arena{2}{W}
Out of the Arena
Instant

Exile target attacking or blocking creature.

The Vadrigar do not keep what does not entertain them.
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Rail Shot{2}{R}
Rail Shot
Instant

Rail Shot deals 5 damage to target creature. That damage can't be prevented.

A blue spiral, and an argument that has already ended.
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Telefragged{2}{B}
Telefragged
Instant

Destroy target creature. Its controller loses 2 life.

Two bodies, one pad. The arena keeps the tidier one.
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Invulnerability{2}{W}{W}
Invulnerability
Instant

Prevent all damage that would be dealt to you and to permanents you control this turn.

Thirty seconds where the arena's rules stop applying to you.
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Sudden Death{2}{B}{B}
Sudden Death
Sorcery

Each opponent sacrifices a creature. Then each player who lost a creature this way loses 2 life.

Overtime. First frag ends it.
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The Vadrigar's Bargain{3}{B}
The Vadrigar's Bargain
Sorcery

Return target creature card from your graveyard to the battlefield. It gains haste until end of turn. You lose 2 life.

They pulled you out of your death. They will want the entertainment back.
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Apocalypse Void{3}{R}{R}
Apocalypse Void
Sorcery

Apocalypse Void deals 4 damage to each creature.

The arena at the end of the ladder, where the floor is a suggestion.
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Enchantments 6

Regeneration{1}{W}
Regeneration
Enchantment — Aura

Enchant creature

Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Enchanted creature gets +1/+1 and has lifelink.

The hiss of health climbing back to a hundred.
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Capture the Flag{2}{W}
Capture the Flag
Enchantment

Whenever a creature you control deals combat damage to a player, put a flag counter on Capture the Flag.

At the beginning of your end step, if there are three or more flag counters on Capture the Flag, remove them and draw two cards.

One flag. Everyone wants it. Nobody keeps it.
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Frag Limit{1}{R}{B}
Frag Limit
Enchantment

Whenever a creature an opponent controls dies, each opponent loses 1 life.

Whenever a creature you control dies, put a frag counter on Frag Limit. Then if there are five or more frag counters on it, sacrifice it and draw three cards.

Fraglimit hit. Nobody stops.
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Kill Feed{2}{B}
Kill Feed
Enchantment

Whenever a creature you control dies, you draw a card and you lose 1 life.

The scroll never stops. That is the point of the place.
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Killing Spree{2}{R}
Killing Spree
Enchantment

Whenever one or more creatures you control deal combat damage to a player, draw a card.

Five in a row and the announcer starts shouting.
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Respawn Protocol{2}{W}{B}
Respawn Protocol
Enchantment

Creatures you control have respawn. (When a creature you control dies, return it to the battlefield tapped at the beginning of the next end step.)

Respawned creatures enter with a -1/-1 counter on them.

The Vadrigar are not finished with any of you.
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Lands 36

Arena Gate
Arena Gate
Land

{T}: Add one mana of any color in your commander's color identity.

Q3DM1 — Every champion arrives here. None of them leave.
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Arena of Death
Arena of Death
Land

Arena of Death enters tapped unless you control a creature.

{T}: Add {B} or {R}.

Q3DM3
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Brimstone Abbey
Brimstone Abbey
Land

Brimstone Abbey enters tapped.

{T}: Add {B} or {R}.

Q3DM8
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Fatal Instinct
Fatal Instinct
Land

Fatal Instinct enters tapped.

{T}: Add {W} or {B}.

Q3TOURNEY5
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Grim Dungeons
Grim Dungeons
Land

Grim Dungeons enters tapped.

{T}: Add {B}.

{2}{B}, {T}: Target creature gets -1/-1 until end of turn.

Q3DM14
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Hell's Gate
Hell's Gate
Land

Hell's Gate enters tapped.

{T}: Add {B} or {R}.

{1}, {T}, Sacrifice Hell's Gate: Each opponent loses 2 life.

Q3TOURNEY3
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House of Pain
House of Pain
Land

House of Pain enters tapped unless you control a creature.

{T}: Add {W} or {B}.

Q3DM2
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Lost World
Lost World
Land

{T}: Add {C}.

{3}, {T}, Sacrifice Lost World: Return target creature card from your graveyard to your hand.

Q3DM13
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×8
Mountain
Mountain
Basic Land — Mountain
{R}
Q3DM12: The Dredwerkz
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×7
Plains
Plains
Basic Land — Plains
{W}
Q3DM9: Hero's Keep
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×7
Swamp
Swamp
Basic Land — Swamp
{B}
Q3DM15: Demon Keep
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Temple of Retribution
Temple of Retribution
Land

Temple of Retribution enters tapped.

{T}: Add {W} or {B}.

Q3DM7
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The Camping Grounds
The Camping Grounds
Land

The Camping Grounds enters tapped unless you control a creature.

{T}: Add {R} or {W}.

Q3DM6
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The Longest Yard
The Longest Yard
Land

{T}: Add {C}.

{2}, {T}: Target creature gains flying until end of turn. Activate only as a sorcery.

Q3DM17 — Nothing here but platforms, rails, and a very long fall.
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The Place of Many Deaths
The Place of Many Deaths
Land

The Place of Many Deaths enters tapped.

{T}: Add {R} or {W}.

Q3DM4
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The Very End of You
The Very End of You
Legendary Land

{T}: Add {C}.

{4}, {T}: Target creature you control gets +2/+0 and gains first strike and menace until end of turn. Activate only if you control a legendary creature.

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Vertical Vengeance
Vertical Vengeance
Land

Vertical Vengeance enters tapped.

{T}: Add {R} or {W}.

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