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"Lifetime" Pass Holder
( 1)
Creature — Zombie Guest
(2/1)
"Lifetime" Pass Holder enters tapped. When "Lifetime" Pass Holder dies, open an Attraction. Whenever you roll to visit your Attractions, if you roll a 6, you may return "Lifetime" Pass Holder from your graveyard to the battlefield.
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"Rumors of My Death . . ."
( 3)
Enchantment
, Exile a permanent you control with a League of Dastardly Doom watermark: Return a permanent card with a League of Dastardly Doom watermark from your graveyard to the battlefield.
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_____ _____ _____ Trespasser
( 2)
Creature — Human Rogue Guest
(2/1)
When this creature enters, you may put a name sticker on it. : This creature gets +1/+0 until end of turn for each name sticker on it. It can't be blocked this turn.
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______ ______ Rocketship
( 4)
Artifact — Vehicle
(2/3)
Flying When this Vehicle enters, you may put up to two name stickers on it. Whenever this Vehicle attacks, choose a letter. This Vehicle gets +1/+1 until end of turn for each name sticker on it that begins with the chosen letter. Crew 2
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________ Balls of Fire
( 4)
Enchantment
When this enchantment enters, you may put a name sticker on it. Whenever you put a sticker on this enchantment, it deals damage equal to the number of o's in name stickers on this enchantment to any target.
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________ Bird Gets the Worm
( 5)
Creature — Bird Guest
(2/4)
Flying When this creature enters, you may put a name sticker on it. You gain X life, where X is the number of unique vowels on that sticker. (The vowels are A, E, I, O, U, and Y.)
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________-o-saurus
( 6)
Creature — Alien Dinosaur
(3/3)
Trample When this creature enters, you may put a name sticker on it. Put a +1/+1 counter on it for each unique vowel on that sticker. (The vowels are A, E, I, O, U, and Y.)
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A Girl and Her Dogs (playtest)
( 5)
Creature — — Human
(3/3)
When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it. Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.
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A Killer Among Us
( 5)
Enchantment
When A Killer Among Us enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin. Sacrifice A Killer Among Us, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.
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A Real Handful
( 4)
Creature — Alien Child Guest
(1/1)
As long as one or more hands are touching A Real Handful, it gets +2/+2. As long as two or more hands are touching A Real Handful, it has menace. As long as three or more hands are touching A Real Handful, it has lifelink.
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Aarakocra Sneak
( 4)
Creature — Bird Rogue
(1/4)
Flying When Aarakocra Sneak enters, you take the initiative.
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Aardwolf's Advantage
( 3)
Sorcery
Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.
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Abaddon the Despoiler
( 5)
Legendary Creature — Astartes Warrior
(5/5)
Trample Mark of Chaos Ascendant — During your turn, spells you cast from your hand with mana value X or less have cascade, where X is the total amount of life your opponents have lost this turn.
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Abandon Reason
( 3)
Instant
Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.) 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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Abandoned Campground
( 0)
Land
Abandoned Campground enters tapped unless a player has 13 or less life. : Add or .
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Abandoned Sarcophagus
( 3)
Artifact
You may cast spells that have a cycling ability from your graveyard. If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.
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Abattoir Ghoul
( 4)
Creature — Zombie
(3/2)
First strike Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature's toughness.
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Abbey Matron
( 3)
Creature — Human Cleric
(1/3)
, : Abbey Matron gets +0/+3 until end of turn.
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Abbot of Keral Keep
( 2)
Creature — Human Monk
(2/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Abbot of Keral Keep enters, exile the top card of your library. Until end of turn, you may play that card.
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Abbot of the Sacred Meeple (playtest)
( 2)
Creature — — Human Monk
(2/2)
Sinecure (This creature can occupy a space two spaces higher on the Monk Track than its power.) Once on each of your odd-numbered (beige) production phases, you may spend two additional sheep when constructing a building. If you do, you may activate the lesser production ability of any building of prestige 5 or lower you control. Exceptions: Apiary, Cobbler (but not Shoemaker), Wainwright.
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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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Aberrant
( 2)
Creature — Tyranid Mutant
(0/0)
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Trample Heavy Power Hammer — Whenever Aberrant deals combat damage to a player, destroy target artifact or enchantment that player controls.
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Aberrant Mind Sorcerer
( 5)
Creature — Human Elf Shaman
(3/4)
Psionic Spells — When Aberrant Mind Sorcerer enters, choose target instant or sorcery card in your graveyard, then roll a d20. 1–9 | You may put that card on top of your library. 10–20 | Return that card to your hand.
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Aberrant Researcher
( 4)
Creature — Human Insect
(3/2)
Flying At the beginning of your upkeep, mill a card. If an instant or sorcery card was milled this way, transform Aberrant Researcher.
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Abhorrent Oculus
( 3)
Creature — Eye
(5/5)
As an additional cost to cast this spell, exile six cards from your graveyard. Flying At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Abhorrent Overlord
( 7)
Creature — Demon
(6/6)
Flying When Abhorrent Overlord enters, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.) At the beginning of your upkeep, sacrifice a creature.
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Abian, Luvion Usurper (playtest)
( 7)
Legendary Planeswalker — — Abian
As CARDNAME enters the battlefield, you become Abian. (Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.) +3: Discard your hand, then draw cards equal to the greatest power among creatures you control. +1: Create a 3/2 red and green Spirit creature token. −X: You deal X damage to any target.
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Abiding Grace
( 3)
Enchantment
At the beginning of your end step, choose one — • You gain 1 life. • Return target creature card with mana value 1 from your graveyard to the battlefield.
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Abjure
( 1)
Instant
As an additional cost to cast this spell, sacrifice a blue permanent. Counter target spell.
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Abnormal Endurance
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
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Abolisher of Bloodlines
( 0)
Creature — Eldrazi Vampire
(6/5)
Flying When this creature transforms into Abolisher of Bloodlines, target opponent sacrifices three creatures of their choice.
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Abominable Treefolk
( 4)
Snow Creature — Treefolk
(*/*)
Trample Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control. When Abominable Treefolk enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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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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Aboroth
( 6)
Creature — Elemental
(9/9)
Cumulative upkeep—Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
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Aboshan, Cephalid Emperor
( 6)
Legendary Creature — Octopus Noble
(3/3)
Tap an untapped Octopus you control: Tap target permanent. : Tap all creatures without flying.
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Aboshan's Desire
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Threshold — Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.)
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Abrade
( 2)
Instant
Choose one — • Abrade deals 3 damage to target creature. • Destroy target artifact.
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Abraded Bluffs
( 0)
Land — Desert
Abraded Bluffs enters tapped. When Abraded Bluffs enters, it deals 1 damage to target opponent. : Add or .
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Abrupt Decay
( 2)
Instant
This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.
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Absolute Grace
( 2)
Enchantment
All creatures have protection from black.
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Absolver Thrull
( 4)
Creature — Thrull Cleric
(2/3)
Haunt (When this creature dies, exile it haunting target creature.) When Absolver Thrull enters or the creature it haunts dies, destroy target enchantment.
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Absorb
( 3)
Instant
Counter target spell. You gain 3 life.
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Absorb Energy
( 3)
Instant
Counter target spell. Cards in your hand that share a card type with that spell perpetually gain "This spell costs less to cast."
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Absorb Identity
( 2)
Instant
Return target creature to its owner's hand. You may have Shapeshifters you control become copies of that creature until end of turn.
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Abstract Iguanart
( 2)
Creature — Art Lizard
(1/1)
Whenever you cast a spell, note the first letter of its artist's name. If that letter wasn't already noted, put a +1/+1 counter on Abstract Iguanart.
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Abstruse Appropriation
( 4)
Instant
Devoid (This card has no color.) Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.
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Abstruse Archaic
( 4)
Creature — Avatar
(3/4)
Vigilance , : Copy target activated or triggered ability you control from a colorless source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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Abstruse Interference
( 3)
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays . You create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ." ( represents colorless mana.)
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Abu Ja'far
( 1)
Creature — Human
(0/1)
When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
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Abundant Growth
( 1)
Enchantment — Aura
Enchant land When Abundant Growth enters, draw a card. Enchanted land has ": Add one mana of any color."
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Abundant Harvest
( 1)
Sorcery
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
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Abyssal Gatekeeper
( 2)
Creature — Horror
(1/1)
When Abyssal Gatekeeper dies, each player sacrifices a creature of their choice.
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Abyssal Gorestalker
( 6)
Creature — Horror
(6/6)
When Abyssal Gorestalker enters, each player sacrifices two creatures of their choice.
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Abyssal Harvester
( 3)
Creature — Demon Warlock
(3/2)
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
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Abyssal Horror
( 6)
Creature — Horror
(2/2)
Flying When Abyssal Horror enters, target player discards two cards.
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Abyssal Hunter
( 4)
Creature — Human Assassin
(1/1)
, : Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.
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Abyssal Nightstalker
( 4)
Creature — Nightstalker
(2/2)
Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card.
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Abyssal Nocturnus
( 3)
Creature — Horror
(2/2)
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Abyssal Persecutor
( 4)
Creature — Demon
(6/6)
Flying, trample You can't win the game and your opponents can't lose the game.
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Abyssal Specter
( 4)
Creature — Specter
(2/3)
Flying Whenever Abyssal Specter deals damage to a player, that player discards a card.
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Abzan Battle Priest
( 4)
Creature — Human Cleric
(3/2)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has lifelink.
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Abzan Beastmaster
( 3)
Creature — Dog Shaman
(2/1)
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
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Abzan Charm
( 3)
Instant
Choose one — • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures.
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Abzan Falconer
( 3)
Creature — Human Soldier
(2/3)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying.
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Abzan Kin-Guard
( 4)
Creature — Human Warrior
(3/3)
Abzan Kin-Guard has lifelink as long as you control a white or black permanent.
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Abzan Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Academic Probation
( 2)
Sorcery — Lesson
Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
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Academy Drake
( 3)
Creature — Drake
(2/2)
Kicker (You may pay an additional as you cast this spell.) Flying If Academy Drake was kicked, it enters with two +1/+1 counters on it.
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Academy Journeymage
( 5)
Creature — Human Wizard
(3/2)
This spell costs less to cast if you control a Wizard. When Academy Journeymage enters, return target creature an opponent controls to its owner's hand.
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Academy Loremaster
( 2)
Creature — Human Wizard
(2/3)
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost more to cast.
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Academy Manufactor
( 3)
Artifact Creature — Assembly-Worker
(1/3)
If you would create a Clue, Food, or Treasure token, instead create one of each.
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Academy Raider
( 3)
Creature — Human Warrior
(1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.
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Academy Rector
( 4)
Creature — Human Cleric
(1/2)
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
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Academy Researchers
( 3)
Creature — Human Wizard
(2/2)
When Academy Researchers enters, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
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Accelerate
( 2)
Instant
Target creature gains haste until end of turn. Draw a card.
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Accelerated Mutation
( 5)
Instant
Target creature gets +X/+X until end of turn, where X is the highest mana value among permanents you control.
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Cramped Vents // Access Maze (Access Maze)
( 7)
Enchantment — Room
Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. (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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Accessories to Murder
( 0)
Artifact — Contraption
Whenever you crank Accessories to Murder, target creature gets +X/+0 until end of turn, where X is the number of creatures you control.
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Acclaimed Contender
( 3)
Creature — Human Knight
(3/3)
When Acclaimed Contender enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Accorder Paladin
( 2)
Creature — Human Knight
(3/1)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Accorder's Shield
( 0)
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Accursed Centaur
( 1)
Creature — Zombie Centaur
(2/2)
When Accursed Centaur enters, sacrifice a creature.
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Accursed Horde
( 4)
Creature — Zombie
(3/3)
: Target attacking Zombie gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Accursed Marauder
( 2)
Creature — Zombie Warrior
(2/1)
When Accursed Marauder enters, each player sacrifices a nontoken creature of their choice.
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Accursed Spirit
( 4)
Creature — Spirit
(3/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Accursed Witch
( 4)
Creature — Human Shaman
(4/2)
Spells your opponents cast that target Accursed Witch cost less to cast. When Accursed Witch dies, return it to the battlefield transformed under your control attached to target opponent.
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Ace, Fearless Rebel
( 4)
Legendary Creature — Human Rebel
(2/2)
Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Acererak the Archlich
( 3)
Legendary Creature — Zombie Wizard
(5/5)
When Acererak the Archlich enters, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon. Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
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Achilles Davenport
( 4)
Legendary Creature — Human Assassin
(3/3)
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Menace (This creature can't be blocked except by two or more creatures.) Other Assassins you control get +1/+1.
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Acid Web Spider
( 5)
Creature — Spider
(3/5)
Reach When Acid Web Spider enters, you may destroy target Equipment.
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