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Abdel Adrian, Gorion's Ward
( 5)
Legendary Creature — Human Warrior
(4/4)
When Abdel Adrian, Gorion's Ward enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way. Choose a Background (You can have a Background as a second commander.)
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Abomination of Llanowar
( 3)
Legendary Creature — Elf Horror
(*/*)
Vigilance; menace (This creature can't be blocked except by two or more creatures.) Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.
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Abuelo's Awakening
( 4)
Sorcery
Return target artifact or non-Aura enchantment card from your graveyard to the battlefield with X additional +1/+1 counters on it. It's a 1/1 Spirit creature with flying in addition to its other types.
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Academy Wall
( 3)
Creature — Wall
(0/5)
Defender Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
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Acolyte's Reward
( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn, where X is your devotion to white. If damage is prevented this way, Acolyte's Reward deals that much damage to any target. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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Adéwalé, Breaker of Chains
( 3)
Legendary Creature — Human Assassin Pirate
(4/1)
When Adéwalé enters, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order. Whenever a Vehicle you control deals combat damage to a player, you may return Adéwalé from your graveyard to your hand.
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Adventure Awaits
( 2)
Sorcery
Look at the top five 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 a random order. If you didn't put a card into your hand this way, draw a card.
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Ætherflame Wall (Aetherflame Wall)
( 2)
Creature — Wall
(0/4)
Defender Aetherflame Wall can block creatures with shadow as though they didn't have shadow. : Aetherflame Wall gets +1/+0 until end of turn.
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Agadeem's Awakening
( 3)
Sorcery
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
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Agony Warp
( 2)
Instant
Target creature gets -3/-0 until end of turn. Target creature gets -0/-3 until end of turn.
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Akawalli, the Seething Tower
( 3)
Legendary Creature — Fungus
(3/3)
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli, the Seething Tower gets +2/+2 and has trample. Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
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Akki War Paint
( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
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Akoum Stonewaker
( 2)
Creature — Human Shaman
(2/1)
Landfall — Whenever a land you control enters, you may pay . If you do, create a 3/1 red Elemental creature token with trample and haste. Exile that token at the beginning of the next end step.
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Alabaster Wall
( 3)
Creature — Wall
(0/4)
Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.
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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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Alpine Watchdog
( 2)
Creature — Dog
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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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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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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Ancient Greenwarden
( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Angel of Renewal
( 6)
Creature — Angel Ally
(4/4)
Flying When Angel of Renewal enters, you gain 1 life for each creature you control.
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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 Reward
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying.
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Angelic Wall
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Animate Wall
( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Animist's Awakening
( 1)
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
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Anurid Swarmsnapper
( 3)
Creature — Frog Beast
(1/4)
Reach (This creature can block creatures with flying.) : Anurid Swarmsnapper can block an additional creature this turn.
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Arashin War Beast
( 7)
Creature — Beast
(6/6)
Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Arcbound Wanderer
( 6)
Artifact Creature — Golem
(0/0)
Modular—Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archway Angel
( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
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Archway Commons
( 0)
Land
Archway Commons enters tapped. When Archway Commons enters, sacrifice it unless you pay . : Add one mana of any color.
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Ardoz, Cobbler of War
( 2)
Legendary Creature — Goblin Shaman
(1/1)
Haste Whenever Ardoz, Cobbler of War or another creature you control enters, that creature gets +2/+0 until end of turn. : Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
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Arid Archway
( 0)
Land — Desert
Arid Archway enters tapped. When Arid Archway enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add .
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Artifact Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to enchanted creature by artifact sources. Enchanted creature can't be the target of abilities from artifact sources.
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Ashcoat of the Shadow Swarm
( 4)
Legendary Creature — Rat Warlock
(3/4)
Whenever Ashcoat of the Shadow Swarm attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Asphodel Wanderer
( 1)
Creature — Skeleton Soldier
(1/1)
: Regenerate Asphodel Wanderer.
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Atraxi Warden
( 6)
Creature — Alien Eye
(6/6)
Flying When Atraxi Warden enters, exile up to one target tapped creature. Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Attentive Skywarden
( 3)
Creature — Phyrexian Kor
(2/2)
Flying Whenever Attentive Skywarden deals combat damage to a player or battle, transform up to one target Incubator token you control.
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Audacious Swap
( 4)
Instant
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.) The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
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Aurelia, the Warleader
( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
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Auriok Bladewarden
( 2)
Creature — Human Soldier
(1/1)
: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power.
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Auriok Windwalker
( 4)
Creature — Human Wizard
(2/3)
Flying : Attach target Equipment you control to target creature you control.
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Aven Riftwatcher
( 3)
Creature — Bird Rebel Soldier
(2/3)
Flying Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Aven Riftwatcher enters or leaves the battlefield, you gain 2 life.
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Aven Warcraft
( 3)
Instant
Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.
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Aven Warhawk
( 5)
Creature — Bird Soldier
(2/2)
Amplify 1 <I>(As this creature enters, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.)</I> Flying
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Awaken the Ancient
( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Bear
( 3)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Awaken the Blood Avatar
( 8)
Sorcery
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. Each opponent sacrifices a creature of their choice. Create a 3/6 black and red Avatar creature token with haste and "Whenever this creature attacks, it deals 3 damage to each opponent."
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Awaken the Erstwhile
( 5)
Sorcery
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
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Awaken the Maelstrom
( 0)
Sorcery
Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
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Awaken the Sky Tyrant
( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, create a 5/5 red Dragon creature token with flying.
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Awaken the Sleeper
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's equipped, you may destroy all Equipment attached to that creature.
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Awaken the Woods
( 2)
Sorcery
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
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Awakened Amalgam
( 4)
Artifact Creature — Golem
(*/*)
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
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Awakened Awareness
( 2)
Enchantment — Aura
Enchant artifact or creature When Awakened Awareness enters, put X +1/+1 counters on enchanted permanent. As long as enchanted permanent is a creature, it has base power and toughness 1/1.
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Awakened Skyclave
( 0)
Creature — Elemental
(4/4)
Vigilance, haste As long as Awakened Skyclave is on the battlefield, it's a land in addition to its other types. : Add one mana of any color.
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Awakener Druid
( 3)
Creature — Human Druid
(1/1)
When Awakener Druid enters, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.
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Awakening
( 4)
Enchantment
At the beginning of each upkeep, untap all creatures and lands.
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Funeral Room // Awakening Hall (Awakening Hall)
( 8)
Enchantment — Room
When you unlock this door, return all creature cards from your graveyard to the battlefield. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Awakening of Vitu-Ghazi
( 5)
Instant
Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
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Awakening Zone
( 3)
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this creature: Add ."
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Far // Away (Away)
( 3)
Instant
Target player sacrifices a creature of their choice. Fuse (You may cast one or both halves of this card from your hand.)
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Ayara, First of Locthwain
( 3)
Legendary Creature — Elf Noble
(2/3)
Whenever Ayara, First of Locthwain or another black creature you control enters, each opponent loses 1 life and you gain 1 life. , Sacrifice another black creature: Draw a card.
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Aysen Highway
( 6)
Enchantment
White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.)
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Azor's Gateway
( 2)
Legendary Artifact
, : Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
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Baird, Steward of Argive
( 4)
Legendary Creature — Human Soldier
(2/4)
Vigilance Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Balan, Wandering Knight
( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it. : Attach all Equipment you control to Balan.
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Balduvian Frostwaker
( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Balduvian Warlord
( 4)
Creature — Human Barbarian
(3/2)
: Remove target blocking creature from combat. Creatures it was blocking that hadn't become blocked by another creature this combat become unblocked, then it blocks an attacking creature of your choice. Activate only during the declare blockers step.
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Balduvian War-Makers
( 5)
Creature — Human Barbarian
(3/3)
Haste Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Ballista Watcher
( 4)
Creature — Human Soldier Werewolf
(4/3)
, : Ballista Watcher deals 1 damage to any target. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Banewasp Affliction
( 2)
Enchantment — Aura
Enchant creature When enchanted creature dies, that creature's controller loses life equal to its toughness.
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Baron Bertram Graywater
( 4)
Legendary Creature — Vampire Noble
(3/4)
Whenever one or more tokens you control enter, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn. , Sacrifice another creature or artifact: Draw a card.
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Basking Rootwalla
( 1)
Creature — Lizard
(1/1)
: Basking Rootwalla gets +2/+2 until end of turn. Activate only once each turn. 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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Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Battlefly Swarm
( 1)
Creature — Phyrexian Insect
(1/1)
Flying : Battlefly Swarm gains deathtouch until end of turn.
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Battlewand Oak
( 3)
Creature — Treefolk Warrior
(1/3)
Whenever a Forest you control enters, Battlewand Oak gets +2/+2 until end of turn. Whenever you cast a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn.
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Beast Walkers
( 3)
Creature — Human Beast Soldier
(2/2)
: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Biowaste Blob
( 4)
Creature — Ooze
(0/0)
Oozes you control get +1/+1. At the beginning of your upkeep, if you control a commander, create a token that's a copy of Biowaste Blob.
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Bitterblade Warrior
( 2)
Creature — Jackal Warrior
(2/2)
You may exert Bitterblade Warrior as it attacks. When you do, it gets +1/+0 and gains deathtouch until end of turn. (An exerted creature won't untap during your next untap step.)
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Black Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward.
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Bladehold War-Whip
( 3)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equip abilities you activate of other Equipment cost less to activate. Equipped creature has double strike. Equip
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Blazing Rootwalla
( 1)
Creature — Lizard
(1/1)
: Blazing Rootwalla gets +2/+0 until end of turn. Activate only once each turn. 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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Bloatfly Swarm
( 4)
Creature — Insect Mutant
(0/0)
Flying Bloatfly Swarm enters with five +1/+1 counters on it. If damage would be dealt to Bloatfly Swarm while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from it, then give each player a rad counter for each +1/+1 counter removed this way.
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Bloodfire Dwarf
( 1)
Creature — Dwarf
(1/1)
, Sacrifice Bloodfire Dwarf: It deals 1 damage to each creature without flying.
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Bloodsworn Steward
( 4)
Creature — Vampire Knight
(4/4)
Flying Commander creatures you control get +2/+2 and have haste.
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Bloodwater Entity
( 3)
Creature — Elemental
(2/2)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Bloodwater Entity enters, you may put target instant or sorcery card from your graveyard on top of your library.
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Blue Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.
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Bola Warrior
( 2)
Creature — Human Spellshaper Warrior
(1/1)
, , Discard a card: Target creature can't block this turn.
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