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All Hallow's Eve
( 4)
Sorcery
Exile All Hallow's Eve with two scream counters on it. At the beginning of your upkeep, if All Hallow's Eve is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from their graveyard to the battlefield.
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All of History, All at Once
( 4)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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All That Glitters
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
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Allosaurus Shepherd
( 1)
Creature — Elf Shaman
(1/1)
This spell can't be countered. Green spells you control can't be countered. : Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
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Allure of the Unknown
( 5)
Sorcery
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
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Almighty Brushwagg
( 1)
Creature — Brushwagg
(1/1)
Trample : Almighty Brushwagg gets +3/+3 until end of turn.
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Alms of the Vein
( 3)
Sorcery
Target opponent loses 3 life and you gain 3 life. 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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Aloe Alchemist
( 2)
Creature — Plant Warlock
(3/2)
Trample When Aloe Alchemist becomes plotted, target creature gets +3/+2 and gains trample until end of turn. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Alora, Merry Thief
( 3)
Legendary Creature — Halfling Rogue
(3/2)
Whenever you attack, up to one target attacking creature can't be blocked this turn. Return that creature to its owner's hand at the beginning of the next end step. Choose a Background (You can have a Background as a second commander.)
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Alpha Authority
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
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Alpha Brawl
( 8)
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
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Alpha Deathclaw
( 6)
Creature — Lizard Mutant
(6/6)
Menace, trample When Alpha Deathclaw enters the battlefield or becomes monstrous, destroy target permanent. : Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
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Alpha Guard
( 2)
Creature — Elf Employee
(1/2)
When Alpha Guard enters the battlefield, choose a letter. : Untap another target permanent whose name starts with the chosen letter.
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Alpha Kavu
( 3)
Creature — Kavu
(2/2)
: Target Kavu creature gets -1/+1 until end of turn.
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Alpha Status
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.
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Alpine Houndmaster
( 2)
Creature — Human Warrior
(2/2)
When Alpine Houndmaster enters the battlefield, you may search your library for a card named Alpine Watchdog and/or a card named Igneous Cur, reveal them, put them into your hand, then shuffle. Whenever Alpine Houndmaster attacks, it gets +X/+0 until end of turn, where X is the number of other attacking creatures.
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Alpine Watchdog
( 2)
Creature — Dog
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Alrund, God of the Cosmos
( 5)
Legendary Creature — God
(1/1)
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
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Altar of Bhaal
( 2)
Artifact
, , Exile a creature you control: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
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Altar of Shadows
( 7)
Artifact
At the beginning of your precombat main phase, add for each charge counter on Altar of Shadows. , : Destroy target creature. Then put a charge counter on Altar of Shadows.
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Altar of the Brood
( 1)
Artifact
Whenever another permanent enters the battlefield under your control, each opponent mills a card.
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Altar of the Goyf
( 5)
Tribal Artifact — Lhurgoyf
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of card types among cards in all graveyards. Lhurgoyf creatures you control have trample.
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Altar of the Lost
( 3)
Artifact
Altar of the Lost enters the battlefield tapped. : Add two mana in any combination of colors. Spend this mana only to cast spells with flashback from a graveyard.
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Altar of the Pantheon
( 3)
Artifact
Your devotion to each color and each combination of colors is increased by one. : Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.
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Order of Midnight (Alter Fate)
( 2)
Sorcery — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
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Always Watching
( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Amaranthine Wall
( 4)
Artifact Creature — Wall
(0/6)
Defender : Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Amareth, the Lustrous
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever another permanent enters the battlefield under your control, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.
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Amass the Components
( 4)
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
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Ambitious Aetherborn
( 5)
Creature — Aetherborn Artificer
(4/3)
Fabricate 1 (When this creature enters the battlefield, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Ambitious Farmhand
( 2)
Creature — Human Peasant
(1/1)
When Ambitious Farmhand enters the battlefield, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven — : Transform Ambitious Farmhand. Activate only if you control three or more creatures with different powers.
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Ambuscade Shaman
( 3)
Creature — Orc Shaman
(2/2)
Whenever Ambuscade Shaman or another creature enters the battlefield under your control, that creature gets +2/+2 until end of turn. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush
( 4)
Instant
Blocking creatures gain first strike until end of turn.
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Ambush Commander
( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands. , Sacrifice an Elf: Target creature gets +3/+3 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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Aminatou, the Fateshifter
( 3)
Legendary Planeswalker — Aminatou
(3)
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
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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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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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Amrou Kithkin
( 2)
Creature — Kithkin
(1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
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Amzu, Swarm's Hunger
( 5)
Legendary Creature — Insect Shaman
(3/3)
Flying, menace Other Insects you control have menace. Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each 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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An Unearthly Child
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Anaba Shaman
( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Anafenza, the Foremost
( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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Analyze the Pollen
( 1)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
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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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Anarchy
( 4)
Sorcery
Destroy all white permanents.
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Anax, Hardened in the Forge
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancestor's Chosen
( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.
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Ancestor's Prophet
( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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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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Anchor to Reality
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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Anchor to the Aether
( 3)
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Ancient Amphitheater
( 0)
Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped. : Add or .
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Ancient Hellkite
( 7)
Creature — Dragon
(6/6)
Flying : Ancient Hellkite deals 1 damage to target creature defending player controls. Activate only if Ancient Hellkite is attacking.
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Ancient Hydra
( 5)
Creature — Hydra
(5/1)
Fading 5 <I>(This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> , Remove a fade counter from Ancient Hydra: It deals 1 damage to any target.
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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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Andradite Leech
( 3)
Creature — Leech
(2/2)
Black spells you cast cost more to cast. : Andradite Leech gets +1/+1 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 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 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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Angel of the Dire Hour
( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
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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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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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Angelheart Vial
( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
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Angelic Chorus
( 5)
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
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Angelic Field Marshal
( 4)
Creature — Angel
(3/3)
Flying Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.
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Angelic Shield
( 2)
Enchantment
Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.
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Angelic Skirmisher
( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angelic Sleuth
( 3)
Creature — Angel Advisor
(2/3)
Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
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Angel's Feather
( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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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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Angrath, Minotaur Pirate
( 6)
Legendary Planeswalker — Angrath
(5)
+2: Angrath, Minotaur Pirate deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath, Minotaur Pirate deals damage to that player equal to their total power.
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Angrath, the Flame-Chained
( 5)
Legendary Planeswalker — Angrath
(4)
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
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Angrath's Ambusher
( 3)
Creature — Orc Pirate
(2/3)
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
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Angrath's Fury
( 5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Angrath's Marauders
( 7)
Creature — Human Pirate
(4/4)
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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Angrath's Rampage
( 2)
Sorcery
Choose one — • Target player sacrifices an artifact. • Target player sacrifices a creature. • Target player sacrifices a planeswalker.
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