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Grasp of the Hieromancer
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature attacks, tap target creature defending player controls."
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Grasping Shadows
( 4)
Enchantment
Whenever a creature you control attacks alone, it gains deathtouch and lifelink until end of turn. Put a dread counter on Grasping Shadows. Then if there are three or more dread counters on it, transform it.
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Gratuitous Violence
( 5)
Enchantment
If a creature 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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Grave Betrayal
( 7)
Enchantment
Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1 counter on it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.
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Grave Pact
( 4)
Enchantment
Whenever a creature you control dies, each other player sacrifices a creature.
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Grave Peril
( 2)
Enchantment
When a nonblack creature enters the battlefield, sacrifice Grave Peril. If you do, destroy that creature.
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Grave Servitude
( 2)
Enchantment — Aura
You may cast Grave Servitude 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 creature Enchanted creature gets +3/-1 and is black.
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Gravebreaker Lamia
( 5)
Enchantment Creature — Snake Lamia
(4/4)
Lifelink When Gravebreaker Lamia enters the battlefield, search your library for a card, put it into your graveyard, then shuffle. Spells you cast from your graveyard cost less to cast.
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Gravestorm
( 3)
Enchantment
At the beginning of your upkeep, target opponent may exile a card from their graveyard. If that player doesn't, you may draw a card.
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Gravitational Shift
( 5)
Enchantment
Creatures with flying get +2/+0. Creatures without flying get -2/-0.
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Gravity Well
( 3)
Enchantment
Whenever a creature with flying attacks, it loses flying until end of turn.
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Great Wall
( 3)
Enchantment
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
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Greater Auramancy
( 2)
Enchantment
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.) Enchanted creatures you control have shroud.
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Greater Good
( 4)
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
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Greater Realm of Preservation
( 2)
Enchantment
: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.
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Greater Tanuki
( 6)
Enchantment Creature — Dog
(6/5)
Trample Channel — , Discard Greater Tanuki: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Greatest Show in the Multiverse
( 7)
Artifact Enchantment — Saga
As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) As an additional cost to cast this spell, exile five instant and/or sorcery cards you own with the same artist and different names from outside the game. I, II, III — Choose one of the exiled cards at random. You may cast it without paying its mana cost.
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Greed
( 4)
Enchantment
, Pay 2 life: Draw a card.
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Greed's Gambit
( 4)
Enchantment
When Greed's Gambit enters the battlefield, you draw three cards, gain 6 life, and create three 2/1 black Bat creature tokens with flying. At the beginning of your end step, you discard a card, lose 2 life, and sacrifice a creature. When Greed's Gambit leaves the battlefield, you discard three cards, lose 6 life, and sacrifice three creatures.
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Greel's Caress
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -3/-0.
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Green Scarab
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by green creatures. Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.
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Green Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward.
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Greener Pastures
( 3)
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than each other player, the player creates a 1/1 green Saproling creature token.
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Gremlin Infestation
( 4)
Enchantment — Aura
Enchant artifact At the beginning of your end step, Gremlin Infestation deals 2 damage to enchanted artifact's controller. When enchanted artifact is put into a graveyard, create a 2/2 red Gremlin creature token.
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Griffin Aerie
( 2)
Enchantment
At the beginning of your end step, if you gained 3 or more life this turn, create a 2/2 white Griffin creature token with flying.
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Griffin Guide
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. When enchanted creature dies, create a 2/2 white Griffin creature token with flying.
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Grim Feast
( 3)
Enchantment
At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into an opponent's graveyard from the battlefield, you gain life equal to its toughness.
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Grim Guardian
( 3)
Enchantment Creature — Zombie
(1/4)
Constellation — Whenever Grim Guardian or another enchantment enters the battlefield under your control, each opponent loses 1 life.
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Grim Reaper's Sprint
( 5)
Enchantment — Aura
Morbid — This spell costs less to cast if a creature died this turn. Enchant creature When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase. Enchanted creature gets +2/+2 and has haste.
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Grip of Chaos
( 6)
Enchantment
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)
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Grisly Transformation
( 3)
Enchantment — Aura
Enchant creature When Grisly Transformation enters the battlefield, draw a card. Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Ground Seal
( 2)
Enchantment
When Ground Seal enters the battlefield, draw a card. Cards in graveyards can't be the targets of spells or abilities.
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Grounded
( 2)
Enchantment — Aura
Enchant creature Enchanted creature loses flying.
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Growing Ranks
( 4)
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
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Growing Rites of Itlimoc
( 3)
Legendary Enchantment
When Growing Rites of Itlimoc enters the battlefield, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
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Gruesome Deformity
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Gruul War Chant
( 4)
Enchantment
Attacking creatures you control get +1/+0 and have menace.
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Gryff's Boon
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying. : Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
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Guard Duty
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender.
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Guardian Project
( 4)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
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Guardian Zendikon
( 3)
Enchantment — Aura
Enchant land Enchanted land is a 2/6 white Wall creature with defender. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Guardian's Magemark
( 3)
Enchantment — Aura
Flash Enchant creature Creatures you control that are enchanted get +1/+1.
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Guild Artisan
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Guild Feud
( 6)
Enchantment
At the beginning of your upkeep, target opponent reveals the top three cards of their library, may put a creature card from among them onto the battlefield, then puts the rest into their graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.
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Guild Summit
( 3)
Enchantment
When Guild Summit enters the battlefield, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate enters the battlefield under your control, draw a card.
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Guildscorn Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from multicolored.
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Guilty Conscience
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.
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Guise of Fire
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/-1 and attacks each combat if able.
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Gutter Grime
( 5)
Enchantment
Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with "This creature's power and toughness are each equal to the number of slime counters on Gutter Grime."
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Gutter Shortcut
( 0)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked as long as it's attacking alone. If Gutter Shortcut would be put into a graveyard from anywhere, exile it instead.
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Hadana's Climb
( 3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
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Halcyon Glaze
( 3)
Enchantment
Whenever you cast a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn.
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Hall of Gemstone
( 3)
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
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Hallowed Ground
( 2)
Enchantment
: Return target nonsnow land you control to its owner's hand.
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Hallowed Haunting
( 4)
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
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Hammer of Purphoros
( 3)
Legendary Enchantment Artifact
Creatures you control have haste. , , Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.
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Hammerfest Boomtacular
( 5)
Enchantment
Whenever you cast a spell with a Goblin Explosioneers watermark, Hammerfest Boomtacular deals 2 damage to any target.
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Hammerhand
( 1)
Enchantment — Aura
Enchant creature When Hammerhand enters the battlefield, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Hand to Hand
( 3)
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
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Handcuffs
( 5)
Enchantment
As Handcuffs enters the battlefield, choose a player. When the chosen player's hands aren't touching each other, sacrifice Handcuffs and that player sacrifices three permanents.
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Hanna's Custody
( 3)
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
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Haphazard Bombardment
( 6)
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
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Happily Ever After
( 3)
Enchantment
When Happily Ever After enters the battlefield, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
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Harald Unites the Elves
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
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Hard Cover
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has ": Draw a card, then discard a card."
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Hardened Scales
( 1)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
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Hardy Outlander
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Harmonious Emergence
( 4)
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
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Harness the Storm
( 3)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
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Harsh Judgment
( 4)
Enchantment
As Harsh Judgment enters the battlefield, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
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Harvestguard Alseids
( 3)
Enchantment Creature — Nymph
(2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment enters the battlefield under your control, prevent all damage that would be dealt to target creature this turn.
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Hatching Plans
( 2)
Enchantment
When Hatching Plans is put into a graveyard from the battlefield, draw three cards.
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Hateful Eidolon
( 1)
Enchantment Creature — Spirit
(1/2)
Lifelink Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.
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Hauken's Insight
( 0)
Legendary Enchantment
At the beginning of your upkeep, exile the top card of your library face down. You may look at that card for as long as it remains exiled. Once during each of your turns, you may play a land or cast a spell from among the cards exiled with this permanent without paying its mana cost.
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Haunted Crossroads
( 3)
Enchantment
: Put target creature card from your graveyard on top of your library.
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Haunted Library
( 2)
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Haunted One
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Haunting Wind
( 4)
Enchantment
Whenever an artifact becomes tapped or a player activates an artifact's ability without in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.
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Havoc
( 2)
Enchantment
Whenever an opponent casts a white spell, they lose 2 life.
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Havoc Festival
( 6)
Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses half their life, rounded up.
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Hazmat Suit (Used)
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has menace. Whenever a player's skin or fingernail touches enchanted creature, that player loses 2 life.
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Hazoret's Favor
( 3)
Enchantment
At the beginning of combat on your turn, you may have target creature you control get +2/+0 and gain haste until end of turn. If you do, sacrifice it at the beginning of the next end step.
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Heart of Bogardan
( 4)
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 a player doesn't pay Heart of Bogardan's cumulative upkeep, Heart of Bogardan deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls, where X is twice the number of age counters on Heart of Bogardan minus 2.
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Heart of Light
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Prevent all damage that would be dealt to and dealt by enchanted creature.
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Heartbeat of Spring
( 3)
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Heartless Summoning
( 2)
Enchantment
Creature spells you cast cost less to cast. Creatures you control get -1/-1.
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Heat of Battle
( 2)
Enchantment
Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller.
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Heat Stroke
( 3)
Enchantment
At end of combat, destroy each creature that blocked or was blocked this turn.
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Heat Wave
( 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.) Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature they control.
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Heaven Sent
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Investigate. III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn.
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Hecatomb
( 3)
Enchantment
When Hecatomb enters the battlefield, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to any target.
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Hedonist's Trove
( 7)
Enchantment
When Hedonist's Trove enters the battlefield, exile target opponent's graveyard. You may play lands from among cards exiled with Hedonist's Trove. You may cast spells from among cards exiled with Hedonist's Trove. You can't cast more than one spell this way each turn.
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Hedron Alignment
( 3)
Enchantment
Hexproof At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield. : Scry 1.
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Heightened Awareness
( 5)
Enchantment
As Heightened Awareness enters the battlefield, discard your hand. At the beginning of your draw step, draw an additional card.
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Heliod, God of the Sun
( 4)
Legendary Enchantment Creature — God
(5/6)
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.) Other creatures you control have vigilance. : Create a 2/1 white Cleric enchantment creature token.
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Heliod, Sun-Crowned
( 3)
Legendary Enchantment Creature — God
(5/5)
Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control. : Another target creature gains lifelink until end of turn.
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