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Abyssal Horror
   ( 6)
Creature — Horror
(2/2)
Flying When Abyssal Horror enters the battlefield, target player discards two cards.
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Acquire
   ( 5)
Sorcery
Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.
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Allosaurus Rider
   ( 7)
Creature — Elf Warrior
(1+*/1+*)
You may exile two green cards from your hand rather than pay this spell's mana cost. Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.
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Argothian Enchantress
  ( 2)
Creature — Human Druid
(0/1)
Shroud <i>(This creature can't be the target of spells or abilities.)</i> Whenever you cast an enchantment spell, draw a card.
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Augur il-Vec
  ( 2)
Creature — Human Cleric
(1/3)
Shadow <i>(This creature can block or be blocked by only creatures with shadow.)</i> Sacrifice Augur <i>il</i>-Vec: You gain 4 life. Activate only during your upkeep.
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Avenging Druid
  ( 3)
Creature — Human Druid
(1/3)
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. If you do, put that card onto the battlefield and put all other cards revealed this way into your graveyard.
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Barrenton Cragtreads
   ( 4)
Creature — Kithkin Scout
(3/3)
Barrenton Cragtreads can't be blocked by red creatures.
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Battlefield Scrounger
   ( 5)
Creature — Centaur
(3/3)
<i>Threshold</i> — Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Activate only once each turn and only if seven or more cards are in your graveyard.
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Belfry Spirit
   ( 5)
Creature — Spirit
(1/1)
Flying Haunt <i>(When this creature dies, exile it haunting target creature.)</i> When Belfry Spirit enters the battlefield or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
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Bloodletter
  ( 3)
Creature — Zombie
(2/3)
When the names of three or more nonland permanents begin with the same letter, sacrifice Bloodletter. If you do, it deals 2 damage to each creature and each player.
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Bloodshot Cyclops
  ( 6)
Creature — Cyclops Giant
(4/4)
, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to any target.
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Bog Gnarr
  ( 5)
Creature — Beast
(2/2)
Whenever a player casts a black spell, Bog Gnarr gets +2/+2 until end of turn.
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Brass Herald
 ( 6)
Artifact Creature — Golem
(2/2)
As Brass Herald enters the battlefield, choose a creature type. When Brass Herald enters the battlefield, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
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Bull Hippo
  ( 4)
Creature — Hippo
(3/3)
Islandwalk <i>(This creature can't be blocked as long as defending player controls an Island.)</i>
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Burrenton Shield-Bearers
  ( 5)
Creature — Kithkin Soldier
(3/3)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.
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Call to the Grave
  ( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.
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Cantivore
   ( 3)
Creature — Lhurgoyf
(*/*)
Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
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Cavern Harpy
  ( 2)
Creature — Harpy Beast
(2/1)
Flying When Cavern Harpy enters the battlefield, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand.
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Ceremonial Guard
  ( 3)
Creature — Human Soldier
(3/4)
When Ceremonial Guard attacks or blocks, destroy it at end of combat.
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Charging Rhino
   ( 5)
Creature — Rhino
(4/4)
Charging Rhino can't be blocked by more than one creature.
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Cleanfall
  ( 3)
Sorcery — Arcane
Destroy all enchantments.
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Cloak and Dagger
 ( 2)
Tribal Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. <i>(It can't be the target of spells or abilities.)</i> Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it. Equip 
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Clockwork Hydra
 ( 5)
Artifact Creature — Hydra
(0/0)
Clockwork Hydra enters the battlefield with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to any target. : Put a +1/+1 counter on Clockwork Hydra.
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Cloudchaser Kestrel
   ( 3)
Creature — Bird
(2/2)
Flying When Cloudchaser Kestrel enters the battlefield, destroy target enchantment. : Target permanent becomes white until end of turn.
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Coalhauler Swine
   ( 6)
Creature — Boar Beast
(4/4)
Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.
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Condemn
 ( 1)
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
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Cowed by Wisdom
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block unless its controller pays for each card in your hand.
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Crater Hellion
   ( 6)
Creature — Hellion Beast
(6/6)
Echo   <i>(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)</i> When Crater Hellion enters the battlefield, it deals 4 damage to each other creature.
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Cry of Contrition
 ( 1)
Sorcery
Target player discards a card. Haunt <i>(When this spell card is put into a graveyard after resolving, exile it haunting target creature.)</i> When the creature Cry of Contrition haunts dies, target player discards a card.
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Culling Scales
 ( 3)
Artifact
At the beginning of your upkeep, destroy target nonland permanent with the lowest mana value. <i>(If two or more permanents are tied for lowest, target any one of them.)</i>
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Culling Sun
    ( 5)
Sorcery
Destroy each creature with mana value 3 or less.
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Cultural Exchange
   ( 6)
Sorcery
Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. <I>(This effect lasts indefinitely.)</I>
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Day of Destiny
  ( 4)
Legendary Enchantment
Legendary creatures you control get +2/+2.
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Deadhead
  ( 4)
Creature — Zombie
(3/3)
: Return Deadhead from your graveyard to the battlefield. Activate only if an opponent isn't touching their hand <i>(of cards)</i>.
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Death Kiss
  ( 6)
Creature — Beholder
(5/5)
Whenever a creature an opponent controls attacks one of your opponents, double its power until end of turn.   : Monstrosity X. <i>(If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)</i>
When Death Kiss becomes monstrous, goad up to X target creatures your opponents control.
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Deathmask Nezumi
  ( 3)
Creature — Rat Shaman
(2/2)
As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. <i>(It can't be blocked except by artifact creatures and/or black creatures.)</i>
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Deep Analysis
  ( 4)
Sorcery
Target player draws two cards. Flashback— , Pay 3 life. <i>(You may cast this card from your graveyard for its flashback cost. Then exile it.)</i>
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Supply // Demand (Demand)
   ( 3)
Sorcery
Search your library for a multicolored card, reveal it, put it into your hand, then shuffle.
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Dirty Wererat
  ( 4)
Creature — Human Rat Minion
(2/3)
, Discard a card: Regenerate Dirty Wererat.
<i>Threshold</i> — As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block.
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Eight-and-a-Half-Tails
  ( 2)
Legendary Creature — Fox Cleric
(2/2)
 : Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
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Emerald Oryx
  ( 4)
Creature — Antelope
(2/3)
Forestwalk <i>(This creature can't be blocked as long as defending player controls a Forest.)</i>
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Enduring Ideal
   ( 7)
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle. Epic <i>(For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)</i>
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Eon Hub
 ( 5)
Artifact
Players skip their upkeep steps.
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Faceless Butcher
   ( 4)
Creature — Nightmare Horror
(2/3)
When Faceless Butcher enters the battlefield, exile another target creature. When Faceless Butcher leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Flamekin Brawler
 ( 1)
Creature — Elemental Warrior
(0/2)
: Flamekin Brawler gets +1/+0 until end of turn.
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Flowstone Hellion
  ( 5)
Creature — Hellion Beast
(3/3)
Haste : Flowstone Hellion gets +1/-1 until end of turn.
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Fortitude
  ( 2)
Enchantment — Aura
Enchant creature Sacrifice a Forest: Regenerate enchanted creature. When Fortitude is put into a graveyard from the battlefield, return Fortitude to its owner's hand.
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Gamble
 ( 1)
Sorcery
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
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Glade Gnarr
  ( 6)
Creature — Beast
(4/4)
Whenever a player casts a blue spell, Glade Gnarr gets +2/+2 until end of turn.
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Goblin Elite Infantry
  ( 2)
Creature — Goblin Warrior
(2/2)
Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn.
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Goblin Sky Raider
  ( 3)
Creature — Goblin Warrior
(1/2)
Flying <i>(This creature can't be blocked except by creatures with flying or reach.)</i>
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Gravegouger
  ( 3)
Creature — Nightmare Horror
(2/2)
When Gravegouger enters the battlefield, exile up to two target cards from a single graveyard. When Gravegouger leaves the battlefield, return the exiled cards to their owner's graveyard.
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Greater Harvester
    ( 5)
Creature — Horror
(5/6)
At the beginning of your upkeep, sacrifice a permanent. Whenever Greater Harvester deals combat damage to a player, that player sacrifices two permanents.
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Guma
  ( 3)
Creature — Cat
(2/2)
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Hagra Crocodile
  ( 4)
Creature — Crocodile
(3/1)
Hagra Crocodile can't block. <i>Landfall</i> — Whenever a land enters the battlefield under your control, Hagra Crocodile gets +2/+2 until end of turn.
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Heartwood Treefolk
   ( 4)
Creature — Treefolk
(3/4)
Forestwalk <i>(This creature can't be blocked as long as defending player controls a Forest.)</i>
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Herd Gnarr
  ( 4)
Creature — Beast
(2/2)
Whenever another creature enters the battlefield under your control, Herd Gnarr gets +2/+2 until end of turn.
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Hidden Ancients
  ( 2)
Enchantment
When an opponent casts an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature.
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Hunting Grounds
  ( 2)
Enchantment
<i>Threshold</i> — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
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Island
( 0)
Basic Land — Island
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Jareth, Leonine Titan
    ( 6)
Legendary Creature — Cat Giant
(4/7)
Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn. : Jareth gains protection from the color of your choice until end of turn.
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Jolrael's Favor
  ( 2)
Enchantment — Aura
Flash Enchant creature  : Regenerate enchanted creature.
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Kami of False Hope
 ( 1)
Creature — Spirit
(1/1)
Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.
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Kami of Lunacy
   ( 6)
Creature — Spirit
(4/1)
Flying Soulshift 5 <i>(When this creature dies, you may return target Spirit card with mana value 5 or less from your graveyard to your hand.)</i>
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Karn, Legacy Reforged
 ( 5)
Legendary Artifact Creature — — Golem
(*/*)
Karn, Legacy Reforged's power and toughness are each equal to the greatest mana value among artifacts you control. At the beginning of your upkeep, add for each artifact you control. This mana can't be spent to cast nonartifact spells. Until end of turn, you don't lose this mana as steps and phases end.
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Kavu Mauler
   ( 6)
Creature — Kavu
(4/4)
Trample Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu.
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Kyren Glider
  ( 2)
Creature — Goblin
(1/1)
Flying Kyren Glider can't block.
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Landfill
  ( 5)
Sorcery
Choose a land type. Exile all lands you control of that type. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each permanent completely covered by those cards. Then return the cards you dropped to the battlefield tapped.
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Last Chance
  ( 2)
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Legacy's Allure
  ( 2)
Enchantment
At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. <I>(This effect lasts indefinitely.)</I>
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Legerdemain
   ( 4)
Sorcery
Exchange control of target artifact or creature and another target permanent that shares one of those types with it. <I>(This effect lasts indefinitely.)</I>
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Lockjaw Snapper
 ( 4)
Artifact Creature — Scarecrow
(2/2)
Wither <i>(This deals damage to creatures in the form of -1/-1 counters.)</i> When Lockjaw Snapper dies, put a -1/-1 counter on each creature with a -1/-1 counter on it.
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Luminesce
 ( 1)
Instant
Prevent all damage that black sources and red sources would deal this turn.
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Lurking Skirge
  ( 2)
Enchantment
When a creature is put into an opponent's graveyard from the battlefield, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Phyrexian Imp creature with flying.
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Macetail Hystrodon
  ( 7)
Creature — Beast
(4/4)
First strike, haste Cycling <i>( , Discard this card: Draw a card.)</i>
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Major Teroh
  ( 4)
Legendary Creature — Bird Soldier
(2/3)
Flying   , Sacrifice Major Teroh: Exile all black creatures.
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Marauding Knight
   ( 4)
Creature — Phyrexian Zombie Knight
(2/2)
Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control.
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Measure of Wickedness
  ( 4)
Enchantment
At the beginning of your end step, sacrifice Measure of Wickedness and you lose 8 life. Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness.
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Mind Swords
  ( 2)
Sorcery
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Each player exiles two cards from their hand.
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Mirri, Cat Warrior
   ( 3)
Legendary Creature — Cat Warrior
(2/3)
First strike, forestwalk, vigilance <i>(This creature deals combat damage before creatures without first strike, it can't be blocked as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.)</i>
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Monk Idealist
  ( 3)
Creature — Human Monk Cleric
(2/2)
When Monk Idealist enters the battlefield, return target enchantment card from your graveyard to your hand.
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Monk Realist
  ( 2)
Creature — Human Monk Cleric
(1/1)
When Monk Realist enters the battlefield, destroy target enchantment.
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Multani, Maro-Sorcerer
   ( 6)
Legendary Creature — Elemental
(*/*)
Shroud <i>(This creature can't be the target of spells or abilities.)</i> Multani, Maro-Sorcerer's power and toughness are each equal to the total number of cards in all players' hands.
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Mystic Snake
    ( 4)
Creature — Snake
(2/2)
Flash When Mystic Snake enters the battlefield, counter target spell.
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Neurok Spy
  ( 3)
Creature — Human Rogue
(2/2)
Neurok Spy can't be blocked as long as defending player controls an artifact.
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Nezumi Shortfang
  ( 2)
Creature — Rat Rogue
(1/1)
 , : Target opponent discards a card. Then if that player has no cards in hand, flip Nezumi Shortfang.
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Oath of Druids
  ( 2)
Enchantment
At the beginning of each player's upkeep, that player chooses target player who controls more creatures than they do and is their opponent. The first player may reveal cards from the top of their library until they reveal a creature card. If the first player does, that player puts that card onto the battlefield and all other cards revealed this way into their graveyard.
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Oathsworn Giant
   ( 6)
Creature — Giant Soldier
(3/4)
Vigilance Other creatures you control get +0/+2 and have vigilance.
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Ogre Gatecrasher
  ( 4)
Creature — Ogre Rogue
(3/3)
When Ogre Gatecrasher enters the battlefield, destroy target creature with defender.
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One with Nature
 ( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Open the Way
   ( 2)
Sorcery
X can't be greater than the number of players in the game. Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
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Oros, the Avenger
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Oros, the Avenger deals combat damage to a player, you may pay  . If you do, Oros deals 3 damage to each nonwhite creature.
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Patrol Hound
  ( 2)
Creature — Dog
(2/2)
Discard a card: Patrol Hound gains first strike until end of turn.
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