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Ancestral Knowledge
( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When Ancestral Knowledge leaves the battlefield, shuffle your library.
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Ancestral Memories
( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
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Ancient Brass Dragon
( 7)
Creature — Elder Dragon
(7/6)
Flying Whenever Ancient Brass Dragon deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
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Ancient Imperiosaur
( 7)
Creature — Dinosaur
(6/6)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Trample, ward Ancient Imperiosaur enters the battlefield with two +1/+1 counters on it for each creature that convoked it.
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Ancient Silver Dragon
( 8)
Creature — Elder Dragon
(8/8)
Flying Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
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Ancient Stone Idol
( 10)
Artifact Creature — Golem
(12/12)
Flash This spell costs less to cast for each attacking creature. Trample When Ancient Stone Idol dies, create a 6/12 colorless Construct artifact creature token with trample.
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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, Flame of the West
( 3)
Legendary Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip
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Angel of Destiny
( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
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Angel of Flight Alabaster
( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Angel of Salvation
( 8)
Creature — Angel
(5/5)
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Flying When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
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Angel of Sanctions
( 5)
Creature — Angel
(3/4)
Flying When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
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Angel of Serenity
( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of the Ruins
( 7)
Artifact Creature — Angel
(5/7)
Flying When Angel of the Ruins enters the battlefield, exile up to two target artifacts and/or enchantments. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Angel's Tomb
( 3)
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
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Anger of the Gods
( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angrath, Captain of Chaos
( 4)
Legendary Planeswalker — Angrath
(5)
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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An-Havva Constable
( 3)
Creature — Human
(2/1+*)
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
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Anikthea, Hand of Erebos
( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters the battlefield or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
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Anim Pakal, Thousandth Moon
( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
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Animar, Soul of Elements
( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
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Animus of Predation
( 5)
Creature — Avatar
(4/4)
Draft Animus of Predation face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
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Annoyed Altisaur
( 7)
Creature — Dinosaur
(6/5)
Reach, trample Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Anointed Chorister
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) : Anointed Chorister gets +3/+3 until end of turn.
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Anointed Procession
( 4)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
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Anointer of Champions
( 1)
Creature — Human Cleric
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
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Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Anthroplasm
( 4)
Creature — Shapeshifter
(0/0)
Anthroplasm enters the battlefield with two +1/+1 counters on it. , : Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
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Ao, the Dawn Sky
( 5)
Legendary Creature — Dragon Spirit
(5/4)
Flying, vigilance When Ao, the Dawn Sky dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
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Aphetto Runecaster
( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Apostle of Invasion
( 6)
Creature — Phyrexian Angel
(4/4)
Flying Corrupted — As long as an opponent has three or more poison counters, Apostle of Invasion has double strike.
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Apostle of Purifying Light
( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
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Apostle's Blessing
( 2)
Instant
( can be paid with either or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
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Appetite for Brains
( 1)
Sorcery
Target opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.
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Applied Aeronautics
( 0)
Artifact — Contraption
Whenever you crank Applied Aeronautics, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
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Apprentice Sharpshooter
( 3)
Creature — Human Archer
(1/4)
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
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Apprentice Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Apprentice Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Approach of the Second Sun
( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Aquatic Incursion
( 4)
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) : Target Merfolk can't be blocked this turn.
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Aradesh, the Founder
( 3)
Legendary Creature — Human Soldier
(1/4)
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.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
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Arashin Foremost
( 3)
Creature — Human Warrior
(2/2)
Double strike Whenever Arashin Foremost enters the battlefield or attacks, another target Warrior creature you control gains double strike until end of turn.
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Arasta of the Endless Web
( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Arcane Investigator
( 2)
Creature — Elf Wizard
(2/1)
Search the Room — : Roll a d20. 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Arcane Subtraction
( 2)
Instant
Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Arcanist's Owl
( 4)
Artifact Creature — Bird
(3/3)
Flying When Arcanist's Owl enters the battlefield, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Arcbound Slith
( 2)
Artifact Creature — Slith
(0/0)
Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Stinger
( 2)
Artifact Creature — Insect
(0/0)
Flying Modular 1 (This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archangel of Strife
( 7)
Creature — Angel
(6/6)
Flying As Archangel of Strife enters the battlefield, 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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Archangel of Tithes
( 4)
Creature — Angel
(3/5)
Flying As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archelos, Lagoon Mystic
( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped. As long as Archelos is untapped, other permanents enter the battlefield untapped.
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Archetype of Aggression
( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archfiend of Spite
( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to Archfiend of Spite, that source's controller loses that much life unless they sacrifice that many permanents. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Archfiend of the Dross
( 4)
Creature — Phyrexian Demon
(6/6)
Flying Archfiend of the Dross enters the battlefield with four oil counters on it. At the beginning of your upkeep, remove an oil counter from Archfiend of the Dross. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
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Architect of Restoration
( 0)
Enchantment Creature — Fox Monk
(3/4)
Vigilance Whenever Architect of Restoration attacks or blocks, create a 1/1 colorless Spirit creature token.
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Archivist of Gondor
( 3)
Creature — Human Advisor
(2/3)
When your commander deals combat damage to a player, if there is no monarch, you become the monarch. At the beginning of the monarch's end step, that player draws a card.
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Archon of Absolution
( 4)
Creature — Archon
(3/2)
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Archon of Falling Stars
( 6)
Creature — Archon
(4/4)
Flying When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.
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Archon of Justice
( 5)
Creature — Archon
(4/4)
Flying When Archon of Justice dies, exile target permanent.
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Archon of the Wild Rose
( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
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Archpriest of Iona
( 1)
Creature — Human Cleric
(*/2)
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
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Arctic Nishoba
( 6)
Creature — Cat Warrior
(6/6)
Trample Cumulative upkeep or (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Nishoba dies, you gain 2 life for each age counter on it.
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Ardenn, Intrepid Archaeologist
( 3)
Legendary Creature — Kor Scout
(2/2)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
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Ardent Soldier
( 2)
Creature — Human Soldier
(1/2)
Kicker <I>(You may pay an additional </I><I> as you cast this spell.)</I> Vigilance If Ardent Soldier was kicked, it enters the battlefield with a +1/+1 counter on it.
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Arena of the Ancients
( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients enters the battlefield, tap all legendary creatures.
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Argentum Masticore
( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argivian Restoration
( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argoth, Sanctum of Nature
( 0)
Land
Argoth, Sanctum of Nature enters the battlefield tapped unless you control a legendary green creature. : Add . , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery. (Melds with Titania, Voice of Gaea.)
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Argothian Enchantress
( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Opportunist
( 3)
Creature — Human Scout
(3/2)
When Argothian Opportunist enters the battlefield, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
( 2)
Creature — Faerie
(2/1)
Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
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Argothian Sprite
( 2)
Creature — Faerie
(2/2)
Argothian Sprite can't be blocked by artifact creatures. : Put two +1/+1 counters on Argothian Sprite.
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add . 0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Armament Corps
( 5)
Creature — Human Soldier
(4/4)
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
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Armor of Thorns
( 2)
Enchantment — Aura
You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armored Skyhunter
( 4)
Creature — Cat Knight
(3/3)
Flying Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
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Armored Transport
( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
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Arni Slays the Troll
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arnjlot's Ascent
( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Target creature gains flying until end of turn.
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Arrester's Admonition
( 3)
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
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Artifact Possession
( 3)
Enchantment — Aura
Enchant artifact Whenever enchanted artifact becomes tapped or a player activates an ability of enchanted artifact without in its activation cost, Artifact Possession deals 2 damage to that artifact's controller.
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Artificer's Intuition
( 2)
Enchantment
, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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Artisan of Forms
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Artisan of Forms, you may have Artisan of Forms become a copy of target creature, except it has this ability.
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Artisan of Kozilek
( 9)
Creature — Eldrazi
(10/9)
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
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Artisan's Sorrow
( 4)
Instant
Destroy target artifact or enchantment. 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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Ascendant Acolyte
( 5)
Creature — Human Monk
(1/1)
Ascendant Acolyte enters the battlefield with a +1/+1 counter on it for each +1/+1 counter among other creatures you control. At the beginning of your upkeep, double the number of +1/+1 counters on Ascendant Acolyte.
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Ascent of the Worthy
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
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