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Spiteful Squad
( 4)
Creature — Human Warlock
(0/0)
Deathtouch Spiteful Squad enters the battlefield with two +1/+1 counters on it. When Spiteful Squad dies, put its counters on target creature you control.
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Squad Captain
( 5)
Creature — Human Soldier
(2/2)
Vigilance Squad Captain enters the battlefield with a +1/+1 counter on it for each other creature you control.
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Squad Commander
( 4)
Creature — Kor Warrior
(3/3)
When Squad Commander enters the battlefield, create a 1/1 white Kor Warrior creature token for each creature 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, creatures you control get +1/+0 and gain indestructible until end of turn.
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Squadron Hawk
( 2)
Creature — Bird
(1/1)
Flying When Squadron Hawk enters the battlefield, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
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Squall
( 3)
Sorcery
Squall deals 2 damage to each creature with flying.
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Squall Drifter
( 2)
Snow Creature — Elemental
(1/1)
Flying , : Tap target creature.
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Squall Line
( 2)
Instant
Squall Line deals X damage to each creature with flying and each player.
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Squallmonger
( 4)
Creature — Monger
(3/3)
: Squallmonger deals 1 damage to each creature with flying and each player. Any player may activate this ability.
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Squandered Resources
( 2)
Enchantment
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
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Square Up
( 2)
Instant
Target creature has base power and toughness 4/4 until end of turn.
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Squash
( 5)
Instant
This spell costs less to cast if you control a Giant. Squash deals 6 damage to target creature or planeswalker.
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Cheeky House-Mouse (Squeak By)
( 1)
Sorcery — Adventure
Target creature you control gets +1/+1 until end of turn. It can't be blocked by creatures with power 3 or greater this turn.
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Squeaking Pie Grubfellows
( 4)
Creature — Goblin Shaman
(3/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.
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Squeaking Pie Sneak
( 2)
Creature — Goblin Rogue
(2/2)
As an additional cost to cast this spell, reveal a Goblin card from your hand or pay . Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Squealing Devil
( 2)
Creature — Devil
(2/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Squealing Devil enters the battlefield, you may pay . If you do, target creature gets +X/+0 until end of turn. When Squealing Devil enters the battlefield, sacrifice it unless was spent to cast it.
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Squee
( 0)
Vanguard
(+3/-4)
Your opponents play with their hands revealed.
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Squee, Dubious Monarch
( 3)
Legendary Creature — Goblin Noble
(2/2)
Haste Whenever Squee, Dubious Monarch attacks, create a 1/1 red Goblin creature token that's tapped and attacking. You may cast Squee, Dubious Monarch from your graveyard by paying and exiling four other cards from your graveyard rather than paying its mana cost.
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Squee, Goblin Nabob
( 3)
Legendary Creature — Goblin
(1/1)
At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.
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Squee, Goblin Nabob Avatar
( 0)
Vanguard
(+3/-4)
: Prevent the next 1 damage that would be dealt to target creature you control this turn.
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Squee, the Immortal
( 3)
Legendary Creature — Goblin
(2/1)
You may cast Squee, the Immortal from your graveyard or from exile.
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Squee's Embrace
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, return that card to its owner's hand.
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Squee's Revenge
( 3)
Sorcery
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.
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Squee's Toy
( 1)
Artifact
: Prevent the next 1 damage that would be dealt to target creature this turn.
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Squeeze
( 4)
Enchantment
Sorcery spells cost more to cast.
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Squelch
( 2)
Instant
Counter target activated ability. (Mana abilities can't be targeted.) Draw a card.
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Squelching Leeches
( 4)
Creature — Leech
(*/*)
Squelching Leeches's power and toughness are each equal to the number of Swamps you control.
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Squid Fire Knight
( 0)
Stickers
2 — : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one, then you choose one of those rolls to ignore. 3 — Protection from odd mana values 2 — 4/1 4 — 6/6
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Squidnapper (playtest)
( 5)
Creature — — Squid Pirate
(3/4)
When CARDNAME enters the battlefield, gain control of target creature an opponent controls until CARDNAME leaves the battlefield or that player pays the ransom. Ransom — and 2 life
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Squire
( 2)
Creature — Human Soldier
(1/2)
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Squire's Devotion
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has lifelink. When Squire's Devotion enters the battlefield, create a 1/1 white Vampire creature token with lifelink.
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Squirming Emergence
( 3)
Sorcery
Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.
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Squirming Mass
( 2)
Creature — Horror
(1/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
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Squirrel Dealer
( 1)
Creature — Raccoon Lizard Bird
(1/1)
When Squirrel Dealer enters the battlefield, ask a person outside the game "Do you like Squirrels?" If they do, create a 1/1 green Squirrel creature token.
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Squirrel Farm
( 3)
Enchantment
: Reveal a card in your hand, covering the artist credit. Target opponent guesses the artist. If they guess wrong, create a 1/1 green Squirrel creature token.
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Squirrel Mob
( 3)
Creature — Squirrel
(2/2)
Squirrel Mob gets +1/+1 for each other Squirrel on the battlefield.
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Squirrel Nest
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Create a 1/1 green Squirrel creature token."
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Squirrel Sanctuary
( 1)
Enchantment
When Squirrel Sanctuary enters the battlefield, create a 1/1 green Squirrel creature token. Whenever a nontoken creature you control dies, you may pay . If you do, return Squirrel Sanctuary to its owner's hand.
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Squirrel Sovereign
( 2)
Creature — Squirrel Noble
(2/2)
Other Squirrels you control get +1/+1.
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Squirrel Squatters
( 5)
Creature — Squirrel
(4/4)
When Squirrel Squatters enters the battlefield, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) Whenever Squirrel Squatters attacks, create a 1/1 green Squirrel creature token that's tapped and attacking for each Attraction you've visited this turn.
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Squirrel Stack (Squirrel Stack (a))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 2, 3, 6
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Squirrel Stack (Squirrel Stack (b))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 2, 4, 6
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Squirrel Stack (Squirrel Stack (c))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 2, 5, 6
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Squirrel Stack (Squirrel Stack (d))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 3, 4, 6
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Squirrel Stack (Squirrel Stack (e))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 3, 5, 6
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Squirrel Stack (Squirrel Stack (f))
( 0)
Artifact — Attraction
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize Prize — Create a 1/1 green Squirrel creature token for each die you stacked above the fourth, then sacrifice Squirrel Stack and open an Attraction. Lights — 4, 5, 6
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Squishy Sphinx Ninja
( 0)
Stickers
2 — Ward (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) 4 — Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) 3 — 5/3 5 — 7/7
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Steel Squirrel
( 2)
Artifact Creature — Squirrel
(1/1)
Whenever you roll a 5 or higher on a die, Steel Squirrel gets +X/+X until end of turn, where X is the result. : Roll a six-sided die.
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Stensia Banquet
( 3)
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
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Stensia Masquerade
( 3)
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. 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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Stone Quarry
( 0)
Land
Stone Quarry enters the battlefield tapped. : Add or .
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Streambed Aquitects
( 3)
Creature — Merfolk Scout
(2/3)
: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) : Target land becomes an Island until end of turn.
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Stumpsquall Hydra
( 3)
Creature — Hydra
(1/1)
When Stumpsquall Hydra enters the battlefield, distribute X +1/+1 counters among it and any number of commanders.
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Sun Ce, Young Conquerer
( 5)
Legendary Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Sun Ce, Young Conquerer enters the battlefield, you may return target creature to its owner's hand.
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Sun Quan, Lord of Wu
( 6)
Legendary Creature — Human Soldier
(4/4)
Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
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Suntail Squadron
( 4)
Instant
Conjure a card named Suntail Hawk into your hand. If you have fewer than seven cards in hand, repeat this process.
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Supreme Inquisitor
( 5)
Creature — Human Wizard
(1/3)
Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles.
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Suq'Ata Assassin
( 3)
Creature — Human Assassin
(1/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Suq'Ata Assassin attacks and isn't blocked, defending player gets a poison counter. <I>(A player with ten or more poison counters loses the game.)</I>
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Suq'Ata Firewalker
( 3)
Creature — Human Wizard
(0/1)
Suq'Ata Firewalker can't be the target of red spells or abilities from red sources. : Suq'Ata Firewalker deals 1 damage to any target.
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Suq'Ata Lancer
( 3)
Creature — Human Knight
(2/2)
Haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
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Swamp Mosquito
( 2)
Creature — Insect
(0/1)
Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
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Tanazir Quandrix
( 5)
Legendary Creature — Elder Dragon
(4/4)
Flying, trample When Tanazir Quandrix enters the battlefield, double the number of +1/+1 counters on target creature you control. Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
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Tasha, the Witch Queen
( 5)
Legendary Planeswalker — Tasha
(4)
Whenever you cast a spell you don't own, create a 3/3 black Demon creature token. +1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it. −3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost. Tasha, the Witch Queen can be your commander.
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Temple of the Dragon Queen
( 0)
Land
As Temple of the Dragon Queen enters the battlefield, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters the battlefield tapped unless you revealed a Dragon card this way or you control a Dragon. As Temple of the Dragon Queen enters the battlefield, choose a color. : Add one mana of the chosen color.
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Tempted by the Oriq
( 4)
Sorcery
For each opponent, gain control of up to one target creature or planeswalker that player controls with mana value 3 or less.
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Thada Adel, Acquisitor
( 3)
Legendary Creature — Merfolk Rogue
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
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The Antiquities War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
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The Tarrasque
( 9)
Legendary Creature — Dinosaur
(10/10)
The Tarrasque has haste and ward as long as it was cast. Whenever The Tarrasque attacks, it fights target creature defending player controls.
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Thopter Squadron
( 5)
Artifact Creature — Thopter
(0/0)
Flying Thopter Squadron enters the battlefield with three +1/+1 counters on it. , Remove a +1/+1 counter from Thopter Squadron: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery. , Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Activate only as a sorcery.
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Thran Quarry
( 0)
Land
At the beginning of the end step, if you control no creatures, sacrifice Thran Quarry. : Add one mana of any color.
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Thunderhead Squadron
( 6)
Creature — Human Knight
(3/4)
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
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Tobias, Doomed Conqueror
( 4)
Legendary Creature — Human Soldier
(3/2)
Flash When Tobias, Doomed Conqueror dies, for each nontoken creature you controlled that died this turn, create a 2/2 black Zombie creature token.
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Tranquil Cove
( 0)
Land
Tranquil Cove enters the battlefield tapped. When Tranquil Cove enters the battlefield, you gain 1 life. : Add or .
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Tranquil Expanse
( 0)
Land
Tranquil Expanse enters the battlefield tapped. : Add or .
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Tranquil Frillback
( 3)
Creature — Dinosaur
(3/3)
When Tranquil Frillback enters the battlefield, you may pay up to three times. When you pay this cost one or more times, choose up to that many — • Destroy target artifact or enchantment. • Exile target player's graveyard. • You gain 4 life.
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Tranquil Thicket
( 0)
Land
Tranquil Thicket enters the battlefield tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Truth or Consequences
( 4)
Sorcery
Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote.
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Unique Charmed Pants
( 0)
Stickers
2 — : Add one mana of any color. 3 — Whenever this creature attacks, if it's not a Brushwagg, it gets +X/+0 until end of turn, where X is the number of supertypes, card types, and subtypes it has. 2 — 5/1 4 — 4/8
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UNIT Headquarters
( 0)
Plane — Earth
When you planeswalk to UNIT Headquarters and at the beginning of your upkeep, create a tapped 1/1 white Soldier creature token. Whenever chaos ensues, put a +1/+1 counter on each creature you control.
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Unquenchable Fury
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, it deals X damage to defending player, where X is the number of cards in their hand." When Unquenchable Fury is put into your graveyard from the battlefield, return it to your hand.
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Unquenchable Thirst
( 2)
Enchantment — Aura
Enchant creature When Unquenchable Thirst enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Unquestioned Authority
( 3)
Enchantment — Aura
Enchant creature When Unquestioned Authority enters the battlefield, draw a card. Enchanted creature has protection from creatures.
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Vanquish
( 3)
Instant
Destroy target blocking creature.
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Vanquish the Foul
( 6)
Sorcery
Destroy target creature with power 4 or greater. 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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Vanquish the Horde
( 8)
Sorcery
This spell costs less to cast for each creature on the battlefield. Destroy all creatures.
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Vanquisher's Axe
( 1)
Artifact — Equipment
Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Vanquisher's Banner
( 5)
Artifact
As Vanquisher's Banner enters the battlefield, choose a creature type. Creatures you control of the chosen type get +1/+1. Whenever you cast a creature spell of the chosen type, draw a card.
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Varina, Lich Queen
( 4)
Legendary Creature — Zombie Wizard
(4/4)
Whenever you attack with one or more Zombies, draw that many cards, then discard that many cards. You gain that much life. , Exile two cards from your graveyard: Create a tapped 2/2 black Zombie creature token.
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Vedalken Squirrel-Whacker
( 4)
Creature — Vedalken Guest
(*/*)
As Vedalken Squirrel-Whacker enters the battlefield, roll a six-sided die twice. Its base power becomes the first result and its base toughness becomes the second result. If you would roll one or more six-sided dice, instead roll them and you may exchange one result with Vedalken Squirrel-Whacker's base power or base toughness.
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