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Duelists' Convocation International (playtest)
Duelists' Convocation International (playtest) 2Blue (3)
Enchantment

When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down.

Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out, you win the game.

Mystery Booster 2: Convention Edition (Rare)
Starting Town NPC (playtest)
Starting Town NPC (playtest) 2Green (3)
Creature — — Human Peasant (3/3)

Each creature card in your hand has a 1Green Adventure sorcery named <b>Fetch Herbs</b> with "You gain 2 life." (You may cast it as the Adventure for 1Green. Then exile it, and you may cast the creature later from exile.)

Each creature card you cast from exile enters the battlefield with an additional +1/+1 counter on it.

Mystery Booster 2: Convention Edition (Rare)
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