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Aardwolf's Advantage
( 3)
Sorcery
Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.
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Achilles Davenport
( 4)
Legendary Creature — Human Assassin
(3/3)
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Menace (This creature can't be blocked except by two or more creatures.) Other Assassins you control get +1/+1.
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Adaptive Automaton
( 3)
Artifact Creature — Construct
(2/2)
As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1.
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Adeliz, the Cinder Wind
( 3)
Legendary Creature — Human Wizard
(2/2)
Flying, haste Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
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Agrus Kos, Wojek Veteran
( 5)
Legendary Creature — Human Soldier
(3/3)
Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.
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Akoum Battlesinger
( 2)
Creature — Human Berserker Ally
(1/1)
Haste Whenever Akoum Battlesinger or another Ally you control enters, you may have Ally creatures you control get +1/+0 until end of turn.
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Akroan Phalanx
( 4)
Creature — Human Soldier
(3/3)
Vigilance : Creatures you control get +1/+0 until end of turn.
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Alandra, Sky Dreamer
( 4)
Legendary Creature — Merfolk Wizard
(2/4)
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra, Sky Dreamer and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
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Alela, Artful Provocateur
( 4)
Legendary Creature — Faerie Warlock
(2/3)
Flying, deathtouch, lifelink Other creatures you control with flying get +1/+0. Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.
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Alistair, the Brigadier
( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.) Whenever Alistair attacks, you may pay . If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
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All-Star Kicker (playtest)
( 2)
Creature — — Orc Athlete
(2/2)
Assist kicker (You and up to one other player can spend mana to pay this kicker cost.) When All-Star Kicker enters the battlefield, your team may pass the ball. Then if All-Star Kicker was kicked, creatures your team controls get +1/+1 and gain haste until end of turn. (To pass the ball, one of the players on your team gives a permanent or card in hand to another player on your team.)
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Always Watching
( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Ambitious Assault
( 3)
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
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Ambush Paratrooper
( 2)
Creature — Human Soldier
(1/2)
Flash Flying : Creatures you control get +1/+1 until end of turn.
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Ampryn Tactician
( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters, creatures you control get +1/+1 until end of turn.
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And They Shall Know No Fear
( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
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Andúril, Narsil Reforged
( 2)
Legendary Artifact — Equipment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip
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Angel of Invention
( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angelic Voices
( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Anowon, the Ruin Thief
( 4)
Legendary Creature — Vampire Rogue
(2/4)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
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Arahbo, the First Fang
( 3)
Legendary Creature — Cat Avatar
(2/2)
Other Cats you control get +1/+1. Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
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Archangel of Strife
( 7)
Creature — Angel
(6/6)
Flying As Archangel of Strife enters, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3.
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Armament Master
( 2)
Creature — Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
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Arming Gala
( 5)
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
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Army of Allah
( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Arno Dorian
( 4)
Legendary Creature — Human Assassin
(3/3)
Deathtouch Other Assassins you control get +2/+0. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Arvad the Cursed
( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Ascendant Evincar
( 6)
Legendary Creature — Phyrexian Vampire Noble
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1.
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Ashcoat of the Shadow Swarm
( 4)
Legendary Creature — Rat Warlock
(3/4)
Whenever Ashcoat of the Shadow Swarm attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Assaultron Dominator
( 2)
Artifact Creature — Robot
(2/2)
When Assaultron Dominator enters, you get (two energy counters). Whenever an artifact creature you control attacks, you may pay . If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
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Atarka's Command
( 2)
Instant
Choose two — • Your opponents can't gain life this turn. • Atarka's Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn.
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Attack-in-the-Box
( 3)
Artifact Creature — Toy
(2/4)
Whenever Attack-in-the-Box attacks, you may have it get +4/+0 until end of turn. If you do, sacrifice it at the beginning of the next end step.
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Augusta, Dean of Order
( 3)
Legendary Creature — Human Cleric
(1/3)
Other tapped creatures you control get +1/+0. Other untapped creatures you control get +0/+1. Whenever you attack, untap each creature you control, then tap any number of creatures you control.
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Aven Brigadier
( 6)
Creature — Bird Soldier
(3/5)
Flying Other Bird creatures get +1/+1. Other Soldier creatures get +1/+1.
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Aven Warcraft
( 3)
Instant
Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.
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Bad Moon
( 2)
Enchantment
Black creatures get +1/+1.
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Balmor, Battlemage Captain
( 2)
Legendary Creature — Bird Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
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Balthor the Defiled
( 4)
Legendary Creature — Zombie Dwarf
(2/2)
Minion creatures get +1/+1. , Exile Balthor the Defiled: Each player returns all black and all red creature cards from their graveyard to the battlefield.
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Banner of Kinship
( 5)
Artifact
As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type. Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.
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Banners Raised
( 1)
Instant
Creatures you control get +1/+0 until end of turn.
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Bar the Door
( 3)
Instant
Creatures you control get +0/+4 until end of turn.
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Baru, Fist of Krosa
( 5)
Legendary Creature — Human Druid
(4/4)
Whenever a Forest enters, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur — Discard another card named Baru, Fist of Krosa: Create an X/X green Wurm creature token, where X is the number of lands you control.
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Bastion Protector
( 3)
Creature — Human Soldier
(3/3)
Commander creatures you control get +2/+2 and have indestructible.
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Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Battle Cry Goblin
( 2)
Creature — Goblin
(2/2)
: Goblins you control get +1/+0 and gain haste until end of turn. Whenever Battle Cry Goblin 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.
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Battle Frenzy
( 3)
Instant
Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn.
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Battle Sliver
( 5)
Creature — Sliver
(3/3)
Sliver creatures you control get +2/+0.
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Battleground Geist
( 5)
Creature — Spirit
(3/3)
Flying Other Spirit creatures you control get +1/+0.
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Beastmaster Ascension
( 3)
Enchantment
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension. As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
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Beckoning Will-o'-Wisp
( 3)
Creature — Spirit
(1/3)
Flying Lure the Unwary — At the beginning of combat on your turn, choose an opponent. Creatures attacking the last chosen player get +1/+0.
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Begin Anew
( 4)
Sorcery
Destroy all creatures. Creature cards in your hand perpetually get +1/+1.
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Behind the Scenes
( 3)
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.) : Creatures you control get +1/+1 until end of turn.
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Belle of the Brawl
( 3)
Creature — Human Knight
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Belle of the Brawl attacks, other Knights you control get +1/+0 until end of turn.
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Benalish Marshal
( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Beregond of the Guard
( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever Beregond of the Guard or another Human you control enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Biowaste Blob
( 4)
Creature — Ooze
(0/0)
Oozes you control get +1/+1. At the beginning of your upkeep, if you control a commander, create a token that's a copy of Biowaste Blob.
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Blade Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures get +1/+0.
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Blessed Orator
( 4)
Creature — Human Cleric
(1/4)
Other creatures you control get +0/+1.
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Blex, Vexing Pest
( 3)
Legendary Creature — Pest
(3/2)
Other Pests, Bats, Insects, Snakes, and Spiders you control get +1/+1. When Blex, Vexing Pest dies, you gain 4 life.
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Blight Mound
( 3)
Enchantment
Attacking Pests you control get +1/+0 and have menace. Whenever a nontoken creature you control dies, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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Blood Age General
( 2)
Creature — Spirit Warrior
(2/2)
: Attacking Spirits get +1/+0 until end of turn.
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Bloodstoke Howler
( 6)
Creature — Beast
(3/4)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Bloodstoke Howler is turned face up, Beast creatures you control get +3/+0 until end of turn.
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Bloodsworn Steward
( 4)
Creature — Vampire Knight
(4/4)
Flying Commander creatures you control get +2/+2 and have haste.
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Blossoming Bogbeast
( 5)
Creature — Beast
(3/3)
Whenever Blossoming Bogbeast attacks, you gain 2 life. Then creatures you control gain trample and get +X/+X until end of turn, where X is the amount of life you gained this turn.
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Blossoming Tortoise
( 4)
Creature — Turtle
(3/3)
Whenever Blossoming Tortoise enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped. Activated abilities of lands you control cost less to activate. Land creatures you control get +1/+1.
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Boartusk Liege
( 4)
Creature — Goblin Knight
(3/4)
Trample Other red creatures you control get +1/+1. Other green creatures you control get +1/+1.
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Bolt Hound
( 3)
Creature — Elemental Dog
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) Whenever Bolt Hound attacks, other creatures you control get +1/+0 until end of turn.
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Book of Mazarbul
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) II — Amass Orcs 2. III — Creatures you control get +1/+0 and gain menace until end of turn.
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Boon of the Spirit Realm
( 5)
Enchantment
Constellation — Whenever Boon of the Spirit Realm or another enchantment you control enters, put a blessing counter on Boon of the Spirit Realm. Creatures you control get +1/+1 for each blessing counter on Boon of the Spirit Realm.
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Borrowed Grace
( 3)
Instant
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or both — • Creatures you control get +2/+0 until end of turn. • Creatures you control get +0/+2 until end of turn.
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Brambleguard Veteran
( 3)
Creature — Raccoon Warrior
(3/4)
Whenever you expend 4, Raccoons you control get +1/+1 and gain vigilance until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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Brass Herald
( 6)
Artifact Creature — Golem
(2/2)
As Brass Herald enters, choose a creature type. When Brass Herald enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
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Break of Day
( 2)
Instant
Creatures you control get +1/+1 until end of turn. Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Oakhame Ranger (Bring Back)
( 4)
Sorcery — Adventure
Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
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Broodwarden
( 5)
Creature — Eldrazi Drone
(4/4)
Eldrazi Spawn creatures you control get +2/+1.
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Brotherhood Scribe
( 2)
Creature — Human Artificer
(1/3)
Metalcraft — : You get (an energy counter). Activate only if you control three or more artifacts. Whenever you get one or more during your turn, creatures you control get +1/+1 until end of turn.
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Burn Bright
( 3)
Instant
Creatures you control get +2/+0 until end of turn.
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Hustle // Bustle (Bustle)
( 6)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
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Caged Sun
( 6)
Artifact
As Caged Sun enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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Call for Unity
( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity. Creatures you control get +1/+1 for each unity counter on Call for Unity.
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Call to Arms
( 2)
Enchantment
As Call to Arms enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
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Call to Glory
( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Camaraderie
( 6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
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