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Attentive Skywarden
( 3)
Creature — Phyrexian Kor
(2/2)
Flying Whenever Attentive Skywarden deals combat damage to a player or battle, transform up to one target Incubator token you control.
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Augur of Skulls
( 2)
Creature — Skeleton Wizard
(1/1)
: Regenerate Augur of Skulls. Sacrifice Augur of Skulls: Target player discards two cards. Activate only during your upkeep.
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Auriok Bladewarden
( 2)
Creature — Human Soldier
(1/1)
: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power.
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Auriok Champion
( 2)
Creature — Human Cleric
(1/1)
Protection from black and from red Whenever another creature enters the battlefield, you may gain 1 life.
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Auriok Edgewright
( 2)
Creature — Human Soldier
(2/2)
Metalcraft — Auriok Edgewright has double strike as long as you control three or more artifacts.
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Auriok Glaivemaster
( 1)
Creature — Human Soldier
(1/1)
As long as Auriok Glaivemaster is equipped, it gets +1/+1 and has first strike.
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Auriok Replica
( 3)
Artifact Creature — Cleric
(2/2)
, Sacrifice Auriok Replica: Prevent all damage a source of your choice would deal to you this turn.
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Auriok Salvagers
( 4)
Creature — Human Soldier
(2/4)
: Return target artifact card with mana value 1 or less from your graveyard to your hand.
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Auriok Siege Sled
( 6)
Artifact Creature — Juggernaut
(3/5)
: Target artifact creature blocks Auriok Siege Sled this turn if able. : Target artifact creature can't block Auriok Siege Sled this turn.
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Auriok Steelshaper
( 2)
Creature — Human Soldier
(1/1)
Equip costs you pay cost less. As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.
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Auriok Sunchaser
( 2)
Creature — Human Soldier
(1/1)
Metalcraft — As long as you control three or more artifacts, Auriok Sunchaser gets +2/+2 and has flying.
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Auriok Survivors
( 6)
Creature — Human Soldier
(4/6)
When Auriok Survivors enters the battlefield, you may return target Equipment card from your graveyard to the battlefield. If you do, you may attach it to Auriok Survivors.
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Auriok Windwalker
( 4)
Creature — Human Wizard
(2/3)
Flying : Attach target Equipment you control to target creature you control.
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Aurora of Emrakul
( 0)
Creature — Eldrazi Reflection
(1/4)
Flying, deathtouch Whenever Aurora of Emrakul attacks, each opponent loses 3 life.
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Autograph Book
( 2)
Artifact
Autograph Book enters the battlefield with a page counter on it for each person who has signed it. , , Remove a page counter from Autograph Book: Draw a card.
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Auto-Key
( 0)
Artifact — Contraption
Whenever you crank Auto-Key, until end of turn, target creature becomes an artifact in addition to its other types and gains ": You gain 3 life."
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Avabruck Caretaker
( 6)
Creature — Human Werewolf
(4/4)
Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Avalanche Tusker
( 5)
Creature — Elephant Warrior
(6/4)
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.
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Aven Flock
( 5)
Creature — Bird Soldier
(2/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Aven Flock gets +0/+1 until end of turn.
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Aven Sunstriker
( 3)
Creature — Bird Warrior
(1/1)
Flying Double strike (This creature deals both first-strike and regular combat damage.) Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Aven Warhawk
( 5)
Creature — Bird Soldier
(2/2)
Amplify 1 <I>(As this creature enters the battlefield, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.)</I> Flying
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Avenger of Zendikar
( 7)
Creature — Elemental
(5/5)
When Avenger of Zendikar enters the battlefield, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control.
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Awaken the Ancient
( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Bear
( 3)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Awaken the Blood Avatar
( 8)
Sorcery
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. Each opponent sacrifices a creature. Create a 3/6 black and red Avatar creature token with haste and "Whenever this creature attacks, it deals 3 damage to each opponent."
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Awaken the Erstwhile
( 5)
Sorcery
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
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Awaken the Maelstrom
( 0)
Sorcery
Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
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Awaken the Sky Tyrant
( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, create a 5/5 red Dragon creature token with flying.
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Awaken the Sleeper
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's equipped, you may destroy all Equipment attached to that creature.
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Awaken the Woods
( 2)
Sorcery
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
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Awakened Amalgam
( 4)
Artifact Creature — Golem
(*/*)
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
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Awakened Awareness
( 2)
Enchantment — Aura
Enchant artifact or creature When Awakened Awareness enters the battlefield, put X +1/+1 counters on enchanted permanent. As long as enchanted permanent is a creature, it has base power and toughness 1/1.
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Awakened Skyclave
( 0)
Creature — Elemental
(4/4)
Vigilance, haste As long as Awakened Skyclave is on the battlefield, it's a land in addition to its other types. : Add one mana of any color.
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Awakener Druid
( 3)
Creature — Human Druid
(1/1)
When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.
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Awakening
( 4)
Enchantment
At the beginning of each upkeep, untap all creatures and lands.
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Awakening of Vitu-Ghazi
( 5)
Instant
Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
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Awakening Zone
( 3)
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this creature: Add ."
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Awe Strike
( 1)
Instant
The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way.
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Awoken Horror
( 0)
Creature — Kraken Horror
(7/8)
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
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Ayesha Tanaka
( 4)
Legendary Creature — Human Artificer
(2/2)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) : Counter target activated ability from an artifact source unless that ability's controller pays . (Mana abilities can't be targeted.)
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Ayesha Tanaka, Armorer
( 5)
Legendary Creature — Human Artificer
(2/4)
Whenever Ayesha Tanaka, Armorer attacks, look at the top four cards of your library. You may put any number of artifact cards with mana value less than or equal to Ayesha's power from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. Ayesha can't be blocked as long as defending player controls three or more artifacts.
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Azimaet Drake
( 3)
Creature — Drake
(1/3)
Flying : Azimaet Drake gets +1/+0 until end of turn. Activate only once each turn.
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Azorius Skyguard
( 6)
Creature — Human Knight
(3/3)
Flying, first strike Creatures your opponents control get -1/-0.
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Azra Bladeseeker
( 3)
Creature — Azra Warrior
(3/2)
When Azra Bladeseeker enters the battlefield, each player on your team may discard a card, then each player who discarded a card this way draws a card.
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Azra Oddsmaker
( 3)
Creature — Azra Warrior
(3/3)
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
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Azusa, Lost but Seeking
( 3)
Legendary Creature — Human Monk
(1/2)
You may play two additional lands on each of your turns.
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Back for More
( 6)
Instant
Return target creature card from your graveyard to the battlefield. When you do, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
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Back for Seconds
( 3)
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Return up to two target creature cards from your graveyard to your hand. If this spell was bargained, you may put one of those cards with mana value 4 or less onto the battlefield instead of putting it into your hand.
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Back from the Brink
( 6)
Enchantment
Exile a creature card from your graveyard and pay its mana cost: Create a token that's a copy of that card. Activate only as a sorcery.
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Back in Town
( 3)
Sorcery
Return X target outlaw creature cards from your graveyard to the battlefield. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Back to Basics
( 3)
Enchantment
Nonbasic lands don't untap during their controllers' untap steps.
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Back-Alley Gardener
( 3)
Creature — — Elf Druid
(3/4)
Alliance — Whenever one or more other creatures enter the battlefield under your control, seek a land card, then put it onto the battlefield tapped. This ability triggers only once each turn.
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Backdraft
( 2)
Instant
Choose a player who cast one or more sorcery spells this turn. Backdraft deals damage to that player equal to half the damage dealt by one of those sorcery spells this turn, rounded down.
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Backdraft Hellkite
( 5)
Creature — Dragon
(4/4)
Flying Whenever Backdraft Hellkite attacks, each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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Backfire
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller.
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Backlash
( 3)
Instant
Tap target untapped creature. That creature deals damage equal to its power to its controller.
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Backslide
( 2)
Instant
Turn target creature with a morph ability face down. Cycling (, Discard this card: Draw a card.)
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Backstreet Bruiser
( 2)
Creature — Cephalid Rogue
(3/3)
Defender As long as there are two or more counters among creatures you control, Backstreet Bruiser can attack as though it didn't have defender.
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Backup Agent
( 2)
Creature — Human Citizen
(1/1)
When Backup Agent enters the battlefield, put a +1/+1 counter on target creature.
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Backwoods Survivalists
( 4)
Creature — Human Warrior
(4/3)
Delirium — Backwoods Survivalists gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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Bag Check
( 3)
Instant
Counter target spell, then ask a person outside the game if that spell looks dangerous to them. If they say yes, draw a card, then discard a card.
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Baithook Angler
( 2)
Creature — Human Peasant
(2/1)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Baki's Curse
( 4)
Sorcery
Baki's Curse deals 2 damage to each creature for each Aura attached to that creature.
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Baku Altar
( 2)
Artifact
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Baku Altar. , , Remove a ki counter from Baku Altar: Create a 1/1 colorless Spirit creature token.
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Balan, Wandering Knight
( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it. : Attach all Equipment you control to Balan.
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Balduvian Berserker
( 3)
Creature — Kor Berserker
(1/3)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When Balduvian Berserker dies, it deals damage equal to its power to any target.
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Balduvian Frostwaker
( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Balduvian War-Makers
( 5)
Creature — Human Barbarian
(3/3)
Haste Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Ballot Broker
( 3)
Creature — Human Advisor
(2/3)
While voting, you may vote an additional time. (The votes can be for different choices or for the same choice.)
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Ballynock Cohort
( 3)
Creature — Kithkin Soldier
(2/2)
First strike Ballynock Cohort gets +1/+1 as long as you control another white creature.
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Ballynock Trapper
( 4)
Creature — Kithkin Soldier
(2/2)
: Tap target creature. Whenever you cast a white spell, you may untap Ballynock Trapper.
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Baloth Packhunter
( 4)
Creature — Beast
(3/3)
Trample When Baloth Packhunter enters the battlefield, put two +1/+1 counters on each other creature you control named Baloth Packhunter.
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Bane Alley Broker
( 3)
Creature — Human Rogue
(0/3)
: Draw a card, then exile a card from your hand face down. You may look at cards exiled with Bane Alley Broker. , : Return a card exiled with Bane Alley Broker to its owner's hand.
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Bane, Lord of Darkness
( 4)
Legendary Creature — God
(5/2)
As long as your life total is less than or equal to half your starting life total, Bane, Lord of Darkness has indestructible. Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
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Bane's Invoker
( 2)
Creature — Human Cleric
(2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
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Banishing Knack
( 1)
Instant
Until end of turn, target creature gains ": Return target nonland permanent to its owner's hand."
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Banishing Stroke
( 6)
Instant
Put target artifact, creature, or enchantment on the bottom of its owner's library. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Bank Job
( 3)
Enchantment
At the beginning of your upkeep, exile the bottom creature card of your library. You may cast that card this turn. At the beginning of the next end step, if that card is still exiled, put it into your graveyard and create a Treasure token.
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Bankrupt in Blood
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice two creatures. Draw three cards.
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Baral and Kari Zev
( 3)
Legendary Creature — Human
(2/4)
First strike, menace Whenever you cast your first instant or sorcery spell each turn, you may cast a spell with lesser mana value that shares a card type with it from your hand without paying its mana cost. If you don't, create First Mate Ragavan, a legendary 2/1 red Monkey Pirate creature token. It gains haste until end of turn.
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Barbed Shocker
( 4)
Creature — Insect
(2/2)
Trample, haste Whenever Barbed Shocker deals damage to a player, that player discards all the cards in their hand, then draws that many cards.
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