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Beanstalk Giant (Fertile Footsteps)
( 3)
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
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Fertile Ground
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Fertile Imagination
( 4)
Sorcery
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
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Fervent Charge
( 4)
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
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Festergloom
( 3)
Sorcery
Nonblack creatures get -1/-1 until end of turn.
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Festering Evil
( 5)
Enchantment
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. , Sacrifice Festering Evil: It deals 3 damage to each creature and each player.
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Festering Goblin
( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Gulch
( 0)
Land — Desert
Festering Gulch enters the battlefield tapped. When Festering Gulch enters the battlefield, it deals 1 damage to target opponent. : Add or .
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Festering Mummy
( 1)
Creature — Zombie
(1/1)
When Festering Mummy dies, you may put a -1/-1 counter on target creature.
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Festering Newt
( 1)
Creature — Salamander
(1/1)
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
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Festering Wound
( 2)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound.
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Fettergeist
( 3)
Creature — Spirit
(3/4)
Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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Fevered Strength
( 3)
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Field Surgeon
( 2)
Creature — Human Cleric
(1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
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Field-Tested Frying Pan
( 3)
Artifact — Equipment
When Field-Tested Frying Pan enters the battlefield, create a Food token, then create a 1/1 white Halfling creature token and attach Field-Tested Frying Pan to it. Equipped creature has "Whenever you gain life, this creature gets +X/+X until end of turn, where X is the amount of life you gained." Equip
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Fierce Guardianship
( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.
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Fiery Gambit
( 3)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
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Prepare // Fight (Fight)
( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature you control fights target creature an opponent controls.
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Fight as One
( 1)
Instant
Choose one or both — • Target Human creature you control gets +1/+1 and gains indestructible until end of turn. • Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.
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Fight or Flight
( 4)
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
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Fight Rigging
( 3)
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
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Fight the ________ Fight
( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters the battlefield, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control. Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
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Fighter Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. : Level 2 //Level_2// Equip abilities you activate cost less to activate. : Level 3 //Level_3// Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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Fighting Chance
( 1)
Instant
For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn.
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Filigree Angel
( 8)
Artifact Creature — Angel
(4/4)
Flying When Filigree Angel enters the battlefield, you gain 3 life for each artifact you control.
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Filigree Attendant
( 4)
Artifact Creature — Homunculus
(*/3)
Flying Filigree Attendant's power is equal to the number of artifacts you control.
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Filigree Crawler
( 4)
Artifact Creature — Insect
(2/2)
When Filigree Crawler dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Filigree Familiar
( 3)
Artifact Creature — Fox
(2/2)
When Filigree Familiar enters the battlefield, you gain 2 life. When Filigree Familiar dies, draw a card.
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Filigree Fracture
( 3)
Instant
Destroy target artifact or enchantment. If that permanent was blue or black, draw a card.
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Filigree Sages
( 4)
Artifact Creature — Vedalken Wizard
(2/3)
: Untap target artifact.
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Filigree Vector
( 4)
Artifact Creature — Phyrexian Construct
(1/1)
When Filigree Vector enters the battlefield, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts. , , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Fill with Fright
( 4)
Sorcery
Target player discards two cards. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Final Parting
( 5)
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
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Finale of Glory
( 2)
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
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Final-Sting Faerie
( 4)
Creature — Faerie Assassin
(2/2)
Flying When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn.
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Finishing Move
( 3)
Sorcery
You get , then you may put a sticker on a nonland permanent you own. Target creature you control deals damage equal to its power to target creature you don't control.
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Firbolg Flutist
( 6)
Creature — Giant Bard
(4/4)
Enthralling Performance — When Firbolg Flutist enters the battlefield, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Fire Dragon
( 9)
Creature — Dragon
(6/6)
Flying When Fire Dragon enters the battlefield, it deals damage to target creature equal to the number of Mountains you control.
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Fire Giant's Fury
( 2)
Sorcery
Target Giant you control gets +2/+2 and gains trample until end of turn. Whenever it deals combat damage to a player this turn, exile that many cards from the top of your library. Until the end of your next turn, you may play those cards.
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Fire Juggler
( 3)
Creature — Goblin Shaman
(2/2)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Fire-Belly Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Fire-Belly Changeling gets +1/+0 until end of turn. Activate no more than twice each turn.
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Fireblade Charger
( 1)
Creature — Goblin Warrior
(1/1)
As long as Fireblade Charger is equipped, it has haste. When Fireblade Charger dies, it deals damage equal to its power to any target.
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Firebrand Ranger
( 2)
Creature — Human Soldier Ranger
(2/1)
, : You may put a basic land card from your hand onto the battlefield.
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Firebreathing
( 1)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn.
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Fireforger's Puzzleknot
( 2)
Artifact
When Fireforger's Puzzleknot enters the battlefield, it deals 1 damage to any target. , Sacrifice Fireforger's Puzzleknot: It deals 1 damage to any target.
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Firemane Avenger
( 4)
Creature — Angel
(3/3)
Flying Battalion — Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
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Firemantle Mage
( 3)
Creature — Human Shaman Ally
(2/2)
Rally — Whenever Firemantle Mage or another Ally enters the battlefield under your control, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Firemind's Foresight
( 7)
Instant
Search your library for an instant card with mana value 3, reveal it, and put it into your hand. Then repeat this process for instant cards with mana values 2 and 1. Then shuffle.
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Fireslinger
( 2)
Creature — Human Wizard
(1/1)
: Fireslinger deals 1 damage to any target and 1 damage to you.
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Firesong and Sunspeaker
( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firja, Judge of Valor
( 5)
Legendary Creature — Angel Cleric
(2/4)
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Firkraag, Cunning Instigator
( 5)
Legendary Creature — Dragon
(3/3)
Flying, haste Whenever one or more Dragons you control attack an opponent, goad target creature that player controls. Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag, Cunning Instigator and you draw a card.
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Firmament Sage
( 4)
Creature — Human Wizard
(2/3)
If it's neither day nor night, it becomes day as Firmament Sage enters the battlefield. Whenever day becomes night or night becomes day, draw a card.
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Fists of the Demigod
( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike.
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Fit of Rage
( 2)
Sorcery
Target creature gets +3/+3 and gains first strike until end of turn.
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Five-Finger Discount
( 6)
Sorcery
Put target nonland permanent into your hand. You may spend mana as though it were mana of any color the next time you cast that card.
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Flagstones of Trokair
( 0)
Legendary Land
: Add . When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Flailing Drake
( 4)
Creature — Drake
(2/3)
Flying Whenever Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn.
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Flailing Manticore
( 4)
Creature — Manticore
(3/3)
Flying, first strike : Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Ogre
( 3)
Creature — Ogre
(3/3)
: Flailing Ogre gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Ogre gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Soldier
( 1)
Creature — Human Soldier
(2/2)
: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability.
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Flame Discharge
( 1)
Instant
Flame Discharge deals X damage to target creature or planeswalker. If you controlled a modified creature as you cast this spell, it deals X plus 2 damage instead. (Equipment, Auras you control, and counters are modifications.)
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Flameblade Angel
( 6)
Creature — Angel
(4/4)
Flying Whenever a source an opponent controls deals damage to you or a permanent you control, you may have Flameblade Angel deal 1 damage to that source's controller.
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Flameblast Dragon
( 6)
Creature — Dragon
(5/5)
Flying Whenever Flameblast Dragon attacks, you may pay . If you do, Flameblast Dragon deals X damage to any target.
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Flamekin Harbinger
( 1)
Creature — Elemental Shaman
(1/1)
When Flamekin Harbinger enters the battlefield, you may search your library for an Elemental card, reveal it, then shuffle and put that card on top.
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Flamekin Village
( 0)
Land
As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped. : Add . , : Target creature gains haste until end of turn.
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Flameshadow Conjuring
( 4)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
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Flametongue Kavu
( 4)
Creature — Kavu
(4/2)
When Flametongue Kavu enters the battlefield, it deals 4 damage to target creature.
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Flametongue Yearling
( 2)
Creature — Kavu
(2/1)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flametongue Yearling enters the battlefield with a +1/+1 counter on it for each time it was kicked. When Flametongue Yearling enters the battlefield, it deals damage equal to its power to target creature.
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Flamewright
( 2)
Creature — Human Artificer
(1/1)
, : Create a 1/1 colorless Construct artifact creature token with defender. , Sacrifice a creature with defender: Flamewright deals 1 damage to any target.
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Flaming Fist
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
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Flaming Fist Duskguard
( 2)
Creature — — Dwarf Soldier
(3/1)
When Flaming Fist Duskguard enters the battlefield, you get a boon with "When you cast your next creature spell, it perpetually gets +1/+0."
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Flaming Fist Officer
( 3)
Creature — Gnome Soldier
(2/2)
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on Flaming Fist Officer.
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Flaming Gambit
( 1)
Instant
Flaming Gambit deals X damage to target player or planeswalker. That player or that planeswalker's controller may choose a creature they control and have Flaming Gambit deal that damage to it instead. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flaming Sword
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+0 and has first strike.
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Flaming Tyrannosaurus
( 7)
Creature — Dinosaur
(5/5)
Menace Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus. When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent.
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Flanking Troops
( 4)
Creature — Human Soldier
(2/2)
Whenever Flanking Troops attacks, you may tap target creature.
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Flaring Flame-Kin
( 3)
Creature — Elemental Warrior
(2/2)
As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has ": Flaring Flame-Kin gets +1/+0 until end of turn."
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Flaring Pain
( 2)
Instant
Damage can't be prevented this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flash Foliage
( 3)
Instant
Cast this spell only during combat after blockers are declared. Create a 1/1 green Saproling creature token that's blocking target creature attacking you. Draw a card.
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Flash of Insight
( 2)
Instant
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Flashback—, Exile X blue cards from your graveyard. (You may cast this card from your graveyard for its flashback cost, then exile it. You can't exile Flash of Insight to pay for its own flashback cost.)
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Flavor Judge
( 2)
Creature — Bird Advisor
(2/2)
: Choose target spell or ability that targets a permanent you control. Then ask a person outside the game if the story of what will happen makes sense. If they say no, sacrifice Flavor Judge and counter that spell or ability.
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Flawless Forgery
( 5)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell and you may choose a new target for the copy.) Exile target instant or sorcery card from an opponent's graveyard. Copy that card. You may cast the copy without paying its mana cost.
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Flaying Tendrils
( 3)
Sorcery
Devoid (This card has no color.) All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
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