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Swaggering Corsair
( 3)
Creature — Human Pirate
(2/2)
Raid — Swaggering Corsair enters the battlefield with a +1/+1 counter on it if you attacked this turn.
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Swarm Surge
( 3)
Sorcery
Devoid (This card has no color.) Creatures you control get +2/+0 until end of turn. Colorless creatures you control also gain first strike until end of turn.
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Swarming of Moria
( 3)
Sorcery
Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Swashbuckler Extraordinaire
( 3)
Creature — Dragon Rogue Warrior
(2/2)
When Swashbuckler Extraordinaire enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you attack, you may sacrifice one or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.
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Swat
( 3)
Instant
Destroy target creature with power 2 or less. Cycling (, Discard this card: Draw a card.)
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Sweep Away
( 3)
Instant
Return target creature to its owner's hand. If that creature is attacking, you may put it on top of its owner's library instead.
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Two-Handed Axe (Sweeping Cleave)
( 2)
Instant — Adventure
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
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Sweettooth Witch
( 3)
Creature — Human Warlock
(3/2)
When Sweettooth Witch enters the battlefield, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") , Sacrifice a Food: Target player loses 2 life.
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Sweltering Suns
( 3)
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling (, Discard this card: Draw a card.)
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Murderous Rider (Swift End)
( 3)
Instant — Adventure
Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
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Swift Warden
( 3)
Creature — Merfolk Warrior
(3/3)
Flash When Swift Warden enters the battlefield, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Swimmer in Nightmares
( 3)
Creature — Nightmare Merfolk
(1/4)
Swimmer in Nightmares gets +3/+0 as long as there are ten or more cards in a single graveyard. Swimmer in Nightmares can't be blocked as long as you control an Ashiok planeswalker.
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Swindler's Scheme
( 3)
Enchantment
Whenever an opponent casts a spell from their hand, you may reveal the top card of your library. If it shares a card type with that spell, counter that spell and that opponent may cast the revealed card without paying its mana cost.
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Sword of Body and Mind
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards. Equip
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Sword of Dungeons & Dragons
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip
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Sword of Feast and Famine
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip
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Sword of Fire and Ice
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card. Equip
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Sword of Forge and Frontier
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip
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Sword of Hearth and Home
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip
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Sword of Light and Shadow
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip
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Sword of Once and Future
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from blue and from black. Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Equip
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Sword of Sinew and Steel
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip
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Sword of Truth and Justice
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip
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Sword of Vengeance
( 3)
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip
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Sword of War and Peace
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip
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Sword of Wealth and Power
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from instants and from sorceries. Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Equip
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Sword-Point Diplomacy
( 3)
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
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Sworn Companions
( 3)
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
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Sydri, Galvanic Genius
( 3)
Legendary Creature — Human Artificer
(2/2)
: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn. : Target artifact creature gains deathtouch and lifelink until end of turn.
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Sylvan Awakening
( 3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
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Sylvan Brushstrider
( 3)
Creature — Beast
(3/2)
When Sylvan Brushstrider enters the battlefield, you gain 2 life.
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Sylvan Shepherd
( 3)
Creature — Human Druid
(2/3)
Vigilance Whenever Sylvan Shepherd attacks, roll a d20. 1–9 | You gain 1 life. 10–19 | You gain 2 life. 20 | You gain 5 life.
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Sylvia Brightspear
( 3)
Legendary Creature — Human Knight
(2/2)
Partner with Khorvath Brightflame (When this creature enters the battlefield, target player may put Khorvath into their hand from their library, then shuffle.) Double strike Dragons your team controls have double strike.
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Sylvok Replica
( 3)
Artifact Creature — Shaman
(1/3)
, Sacrifice Sylvok Replica: Destroy target artifact or enchantment.
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Symbiotic Deployment
( 3)
Enchantment
Skip your draw step. , Tap two untapped creatures you control: Draw a card.
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Synapse Necromage
( 3)
Creature — Fungus Wizard
(3/1)
When Synapse Necromage dies, create two 1/1 black Fungus creature tokens with "This creature can't block."
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Synchronized Strike
( 3)
Instant
Untap up to two target creatures. They each get +2/+2 until end of turn.
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Syphon Essence
( 3)
Instant
Counter target creature or planeswalker spell. Create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Syphon Life
( 3)
Sorcery
Target player loses 2 life and you gain 2 life. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Syphon Sliver
( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have lifelink. (Damage dealt by a Sliver creature you control also causes you to gain that much life.)
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Syphon Soul
( 3)
Sorcery
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.
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Taborax, Hope's Demise
( 3)
Legendary Creature — Demon Cleric
(2/2)
Flying Taborax, Hope's Demise has lifelink as long as it has five or more +1/+1 counters on it. Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
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Tail Slash
( 3)
Instant
Target creature you control deals damage equal to its power to target creature you don't control.
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Tainted Observer
( 3)
Creature — Phyrexian Bird
(2/3)
Flying Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Whenever another creature enters the battlefield under your control, you may pay . If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Tainted Remedy
( 3)
Enchantment
If an opponent would gain life, that player loses that much life instead.
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Tainted Sigil
( 3)
Artifact
, Sacrifice Tainted Sigil: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.)
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Tainted Well
( 3)
Enchantment — Aura
Enchant land When Tainted Well enters the battlefield, draw a card. Enchanted land is a Swamp.
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Tajic, Legion's Edge
( 3)
Legendary Creature — Human Soldier
(3/2)
Haste Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Prevent all noncombat damage that would be dealt to other creatures you control. : Tajic, Legion's Edge gains first strike until end of turn.
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Tajuru Archer
( 3)
Creature — Elf Archer Ally
(1/2)
Whenever Tajuru Archer or another Ally enters the battlefield under your control, you may have Tajuru Archer deal damage to target creature with flying equal to the number of Allies you control.
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Tajuru Stalwart
( 3)
Creature — Elf Scout Ally
(0/1)
Converge — Tajuru Stalwart enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.
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Give // Take (Take)
( 3)
Sorcery
Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.)
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Take for a Ride
( 3)
Sorcery
Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Spellscorn Coven (Take It Back)
( 3)
Instant — Adventure
Return target spell to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
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Takenuma Bleeder
( 3)
Creature — Ogre Shaman
(3/3)
Whenever Takenuma Bleeder attacks or blocks, you lose 1 life if you don't control a Demon.
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Talas Warrior
( 3)
Creature — Human Pirate Warrior
(2/2)
Talas Warrior can't be blocked.
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Talion's Messenger
( 3)
Creature — Faerie Noble
(1/3)
Flying Whenever you attack with one or more Faeries, draw a card, then discard a card. When you discard a card this way, put a +1/+1 counter on target Faerie you control.
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Tallyman of Nurgle
( 3)
Creature — Astartes Warrior
(2/3)
Lifelink The Seven-fold Chant — At the beginning of your end step, if a creature died this turn, you draw a card and you lose 1 life. If seven or more creatures died this turn, instead you draw seven cards and you lose 7 life.
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Tamanoa
( 3)
Creature — Spirit
(2/4)
Whenever a noncreature source you control deals damage, you gain that much life.
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Tameshi, Reality Architect
( 3)
Legendary Creature — Moonfolk Wizard
(2/3)
Whenever one or more noncreature permanents are returned to hand, draw a card. This ability triggers only once each turn. , Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
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Tandem Lookout
( 3)
Creature — Human Scout
(2/1)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
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Tandem Takedown
( 3)
Instant
Up to two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to another target creature, planeswalker, or battle.
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Tangle Wire
( 3)
Artifact
Fading 4 <I>(This artifact enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land they control for each fade counter on Tangle Wire.
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Tangleroot
( 3)
Artifact
Whenever a player casts a creature spell, that player adds .
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Tanglespan Lookout
( 3)
Creature — Satyr
(2/3)
Whenever an Aura enters the battlefield under your control, draw a card.
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Tanglewalker
( 3)
Creature — Dryad
(2/2)
Each creature you control can't be blocked as long as defending player controls an artifact land.
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Taoist Hermit
( 3)
Creature — Human Mystic
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Taoist Mystic
( 3)
Creature — Human Mystic
(2/2)
Taoist Mystic can't be blocked by creatures with horsemanship.
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Tar Pit Warrior
( 3)
Creature — Cyclops Warrior
(3/4)
When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it.
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Tar Snare
( 3)
Instant
Target creature gets -3/-2 until end of turn.
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Taranika, Akroan Veteran
( 3)
Legendary Creature — Human Soldier
(3/3)
Vigilance Whenever Taranika, Akroan Veteran attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible.
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Tasha's Hideous Laughter
( 3)
Sorcery
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more.
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Task Force
( 3)
Creature — Human Rebel
(1/3)
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
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Task Mage Assembly
( 3)
Enchantment
When there are no creatures on the battlefield, sacrifice Task Mage Assembly. : Task Mage Assembly deals 1 damage to target creature. Any player may activate this ability but only as a sorcery.
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Tato Farmer
( 3)
Creature — Zombie Mutant Peasant
(1/4)
Landfall — Whenever a land enters the battlefield under your control, you may get two rad counters. : Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
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Tatsunari, Toad Rider
( 3)
Legendary Creature — Human Ninja
(3/3)
Whenever you cast an enchantment spell, if you don't control a creature named Keimi, create Keimi, a legendary 3/3 black and green Frog creature token with "Whenever you cast an enchantment spell, each opponent loses 1 life and you gain 1 life." : Tatsunari, Toad Rider and target Frog you control can't be blocked this turn except by creatures with flying or reach.
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Tatterkite
( 3)
Artifact Creature — Scarecrow
(2/1)
Flying Tatterkite can't have counters put on it.
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Tattermunge Duo
( 3)
Creature — Goblin Warrior Shaman
(2/3)
Whenever you cast a red spell, Tattermunge Duo gets +1/+1 until end of turn. Whenever you cast a green spell, Tattermunge Duo gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Tattoo Ward
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward. Sacrifice Tattoo Ward: Destroy target enchantment.
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Tatyova, Steward of Tides
( 3)
Legendary Creature — Merfolk Druid
(3/3)
Land creatures you control have flying. Whenever a land enters the battlefield under your control, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
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Taunting Arbormage
( 3)
Creature — Elf Wizard
(2/3)
Kicker (You may pay an additional as you cast this spell.) When Taunting Arbormage enters the battlefield, if it was kicked, all creatures able to block target creature this turn do so.
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Taunting Challenge
( 3)
Sorcery
All creatures able to block target creature this turn do so.
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Taurean Mauler
( 3)
Creature — Shapeshifter
(2/2)
Changeling (This card is every creature type.) Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.
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Tavern Brawler
( 3)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
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Tazeem Raptor
( 3)
Creature — Bird
(2/2)
Flying When Tazeem Raptor enters the battlefield, you may return a land you control to its owner's hand.
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Teachings of the Archaics
( 3)
Sorcery — Lesson
If an opponent has more cards in hand than you, draw two cards. Draw three cards instead if an opponent has at least four more cards in hand than you.
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Team Spirit
( 3)
Instant
Creatures target player's team controls get +1/+1 until end of turn.
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Tectonic Instability
( 3)
Enchantment
Whenever a land enters the battlefield, tap all lands its controller controls.
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Teferi, Time Raveler
( 3)
Legendary Planeswalker — Teferi
(4)
Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
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Teferi's Drake
( 3)
Creature — Drake
(3/2)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Teferi's Honor Guard
( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : Teferi's Honor Guard phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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Teferi's Imp
( 3)
Creature — Imp
(1/1)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever Teferi's Imp phases out, discard a card. Whenever Teferi's Imp phases in, draw a card.
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Teferi's Protection
( 3)
Instant
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.
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