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Ambitious Dragonborn
( 4)
Creature — Dragon Barbarian
(0/0)
Ambitious Dragonborn enters the battlefield with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
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Ambuscade
( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Ambush
( 4)
Instant
Blocking creatures gain first strike until end of turn.
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Ambush Gigapede
( 6)
Creature — Insect
(6/2)
Flash When Ambush Gigapede enters the battlefield, target creature an opponent controls gets -2/-2 until end of turn.
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Ambush Krotiq
( 6)
Creature — Insect
(5/5)
Trample When Ambush Krotiq enters the battlefield, return another creature you control to its owner's hand.
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Ambush Paratrooper
( 2)
Creature — Human Soldier
(1/2)
Flash Flying : Creatures you control get +1/+1 until end of turn.
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Amoeboid Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Target creature gains all creature types until end of turn. : Target creature loses all creature types until end of turn.
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Amorphous Axe
( 2)
Artifact — Equipment
Equipped creature gets +3/+0 and is every creature type. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Amped Up
( 6)
Sorcery
This spell costs less to cast for each electrical socket in a wall or floor you can see from your seat. Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +3/+0 and gains haste.
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Amphibious Kavu
( 3)
Creature — Kavu
(2/2)
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn.
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Amphin Pathmage
( 4)
Creature — Salamander Wizard
(3/2)
: Target creature can't be blocked this turn.
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Ampryn Tactician
( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.
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Amrou Kithkin
( 2)
Creature — Kithkin
(1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
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Amrou Scout
( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Amrou Seekers
( 3)
Creature — Kithkin Rebel
(2/2)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.
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Amulet of Kroog
( 2)
Artifact
, : Prevent the next 1 damage that would be dealt to any target this turn.
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An Incident Has Occurred
( 2)
Sorcery
Choose one or both — • Destroy target creature with flying. • Destroy target Attraction. (It's put into its owner's junkyard.) You may apologize. If you do, you gain 3 life.
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Anaba Ancestor
( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anaba Shaman
( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Anarchist
( 5)
Creature — Human Wizard
(2/2)
When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand.
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Ancestors' Aid
( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
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Ancestral Anger
( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
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Ancestral Blade
( 2)
Artifact — Equipment
When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it. Equipped creature gets +1/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
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Ancestral Katana
( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach Ancestral Katana to it. Equipped creature gets +2/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Mask
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
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Ancestral Statue
( 4)
Artifact Creature — Golem
(3/4)
When Ancestral Statue enters the battlefield, return a nonland permanent you control to its owner's hand.
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Ancestral Vengeance
( 2)
Enchantment — Aura
Enchant creature When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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Ancient Animus
( 2)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Ancient Grudge
( 2)
Instant
Destroy target artifact. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Ancient Kavu
( 4)
Creature — Kavu
(3/3)
: Ancient Kavu becomes colorless until end of turn.
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Ancient Stirrings
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
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Angel of Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters the battlefield, you gain 3 life.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angelfire Crusader
( 4)
Creature — Human Soldier Knight
(2/3)
: Angelfire Crusader gets +1/+0 until end of turn.
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Angelheart Protector
( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Angelic Blessing
( 3)
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Angelic Curator
( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic Gift
( 2)
Enchantment — Aura
Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying.
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Angelic Intervention
( 2)
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
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Angelic Page
( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Purge
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
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Angelic Renewal
( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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Angelic Wall
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Animate Spell (playtest)
( 1)
Enchantment — — Aura
Flash Enchant instant or sorcery spell on the stack When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
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Annihilating Fire
( 3)
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Annihilating Glare
( 1)
Sorcery
As an additional cost to cast this spell, pay or sacrifice an artifact or creature. Destroy target creature or planeswalker.
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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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Annul
( 1)
Instant
Counter target artifact or enchantment spell.
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Anodet Lurker
( 5)
Artifact Creature — Construct
(3/3)
When Anodet Lurker dies, you gain 3 life.
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Anoint
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.
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Anoint with Affliction
( 2)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
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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 Deacon
( 5)
Creature — Vampire Cleric
(3/3)
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
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Anointer of Valor
( 6)
Creature — Angel
(3/5)
Flying Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
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Another Chance
( 3)
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
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Answered Prayers
( 3)
Enchantment
Whenever a creature enters the battlefield under your control, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
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Antagonize
( 2)
Instant
Target creature gets +4/+3 until end of turn.
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Anticipate
( 2)
Instant
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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Anticognition
( 2)
Instant
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
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Anti-Magic Aura
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Antler Skulkin
( 5)
Artifact Creature — Scarecrow
(3/3)
: Target white creature gains persist until end of turn. (When it 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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Anurid Barkripper
( 3)
Creature — Frog Beast
(2/2)
Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.
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Anurid Murkdiver
( 6)
Creature — Zombie Frog Beast
(4/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anvilwrought Raptor
( 4)
Artifact Creature — Bird
(2/1)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Apathy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If the player does, untap that creature.
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Apex Hawks
( 3)
Creature — Bird
(2/2)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flying Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
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Aphetto Dredging
( 4)
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
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Aphotic Wisps
( 1)
Instant
Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) Draw a card.
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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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Apothecary Geist
( 4)
Creature — Spirit
(2/3)
Flying When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
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Apothecary Initiate
( 1)
Creature — Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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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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Applied Biomancy
( 2)
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
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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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Aquamoeba
( 2)
Creature — Elemental Beast
(1/3)
Discard a card: Switch Aquamoeba's power and toughness until end of turn.
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Aquamorph Entity
( 4)
Creature — Shapeshifter
(*/*)
As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Aquastrand Spider
( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Aquatic Alchemist
( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Sea Hag (Aquatic Ingress)
( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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