The First Chapter has 204 numbered cards, with the Enchanted cards numbered above that
Blue: Ghostly Flicker, March of Swirling Mist, Slip out the Back, etc
Keep an Eye Out for Dragon's Eye Lands Gaze upon the majesty of Tarkir's dragons
Catch-up land ramp cards like Knight of the White Orchid and Loyal Warhound search for Plains when opponents are ahead on lands Tax-based Treasure generation Smothering Tithe is the defining white ramp card, punishing opponents for drawing extra cards Artifact mana rocks Sol Ring, Pearl Medallion, and other colorless rocks form the backbone of white acceleration Land recursion Sun Titan and Sevinne's Reclamation return lands from the graveyard for incremental value Cost reduction cards like Herald's Horn (in creature-heavy builds) and Pearl Medallion reduce spell costs instead of adding mana directly Building a White Ramp Package For most mono-white Commander decks, aim for 10-12 ramp pieces
Its the second half of the end phase, after the end step
3 Kozilek, The Great Distortion The second coming of Kozilek kept true to the original's card draw potential and added menace to its colossal stat-line