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Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of Depravity
( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Archfiend of Despair
( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Archfiend of Ifnir
( 5)
Creature — Demon
(5/4)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling (, Discard this card: Draw a card.)
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Archfiend of Spite
( 7)
Creature — Demon
(6/6)
Flying Whenever a source an opponent controls deals damage to Archfiend of Spite, that source's controller loses that much life unless they sacrifice that many permanents. 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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Archipelagore
( 7)
Creature — Leviathan
(7/7)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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Archive Dragon
( 6)
Creature — Dragon Wizard
(4/6)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Archive Dragon enters the battlefield, scry 2.
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Archmage of Echoes
( 5)
Creature — Faerie Wizard
(4/4)
Flying, ward Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
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Archon of Coronation
( 6)
Creature — Archon
(5/5)
Flying When Archon of Coronation enters the battlefield, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
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Archon of Cruelty
( 8)
Creature — Archon
(6/6)
Flying Whenever Archon of Cruelty enters the battlefield or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life.
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Archon of Falling Stars
( 6)
Creature — Archon
(4/4)
Flying When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.
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Archon of Justice
( 5)
Creature — Archon
(4/4)
Flying When Archon of Justice dies, exile target permanent.
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Archon of Redemption
( 5)
Creature — Archon
(3/4)
Flying Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.
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Archon of the Triumvirate
( 7)
Creature — Archon
(4/5)
Flying Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Archon of Valor's Reach
( 6)
Creature — Archon
(5/6)
Flying, vigilance, trample As Archon of Valor's Reach enters the battlefield, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
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Archpriest of Shadows
( 5)
Creature — Human Warlock
(4/4)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Deathtouch Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
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Archway Angel
( 6)
Creature — Angel
(3/4)
Flying When Archway Angel enters the battlefield, you gain 2 life for each Gate you control.
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Arc-Slogger
( 5)
Creature — Beast
(4/5)
, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to any target.
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Arctic Nishoba
( 6)
Creature — Cat Warrior
(6/6)
Trample Cumulative upkeep or (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.) When Arctic Nishoba dies, you gain 2 life for each age counter on it.
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Arctic Wolves
( 5)
Creature — Wolf
(4/5)
Cumulative upkeep (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.) When Arctic Wolves enters the battlefield, draw a card.
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Ardent Dustspeaker
( 5)
Creature — Minotaur Shaman
(3/4)
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
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Argentum Masticore
( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argivian Avenger
( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, Argivian Avenger gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Phalanx
( 6)
Creature — Human Kor Soldier
(4/4)
This spell costs less to cast for each creature you control. Vigilance
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Argothian Treefolk
( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.
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Arjun, the Shifting Flame
( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Armada Wurm
( 6)
Creature — Wurm
(5/5)
Trample When Armada Wurm enters the battlefield, create a 5/5 green Wurm creature token with trample.
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Armament Corps
( 5)
Creature — Human Soldier
(4/4)
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
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Armored Galleon
( 5)
Creature — Human Pirate
(5/4)
Armored Galleon can't attack unless defending player controls an Island.
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Arna Kennerüd, Skycaptain
( 5)
Legendary Creature — Human Knight
(4/4)
Flying, lifelink Ward—Discard a card. Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
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Arrogant Wurm
( 5)
Creature — Wurm
(4/4)
Trample 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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Artisan of Kozilek
( 9)
Creature — Eldrazi
(10/9)
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
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Arvad the Cursed
( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Asari Captain
( 5)
Creature — Human Samurai
(4/3)
Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
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Ascendant Acolyte
( 5)
Creature — Human Monk
(1/1)
Ascendant Acolyte enters the battlefield with a +1/+1 counter on it for each +1/+1 counter among other creatures you control. At the beginning of your upkeep, double the number of +1/+1 counters on Ascendant Acolyte.
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Ascendant Evincar
( 6)
Legendary Creature — Phyrexian Vampire Noble
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1.
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Ashaya, Soul of the Wild
( 5)
Legendary Creature — Elemental
(*/*)
Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Ashen Monstrosity
( 7)
Creature — Spirit
(7/4)
Haste Ashen Monstrosity attacks each combat if able.
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Ashen Rider
( 8)
Creature — Archon
(5/5)
Flying When Ashen Rider enters the battlefield or dies, exile target permanent.
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Ashenmoor Cohort
( 6)
Creature — Elemental Warrior
(4/3)
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.
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Ashiok's Forerunner
( 5)
Creature — Human Wizard
(3/3)
Flash When Ashiok's Forerunner enters the battlefield, you may search your library and/or graveyard for a card named Ashiok, Sculptor of Fears, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Ashiok's Skulker
( 5)
Creature — Nightmare
(3/5)
: Ashiok's Skulker can't be blocked this turn.
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Ashnod the Uncaring
( 5)
Legendary Creature — Human Artificer
(1/4)
Deathtouch Whenever you activate an ability of an artifact or creature that isn't a mana ability, if one or more permanents were sacrificed to activate it, you may copy that ability. You may choose new targets for the copy. (Sacrificing an artifact for mana to activate an ability doesn't count.)
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Asmodeus the Archfiend
( 6)
Legendary Creature — Devil God
(6/6)
Binding Contract — If you would draw a card, exile the top card of your library face down instead. : Draw seven cards. : Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
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Assembled Alphas
( 6)
Creature — Wolf
(5/5)
Whenever Assembled Alphas blocks or becomes blocked by a creature, Assembled Alphas deals 3 damage to that creature and 3 damage to that creature's controller.
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Assembled Ensemble
( 5)
Artifact Creature — Clown Robot Bard
(*/6)
Vigilance Assembled Ensemble's power is equal to the number of Robots you control. Whenever you cast a spell with an artifact creature in its art, create a 1/1 white Clown Robot artifact creature token.
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Assquatch
( 5)
Creature — Donkey
(3{1/2}/3{1/2})
Each other Donkey gets +1½/+1½. Whenever another Donkey enters the battlefield, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
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Astarion, the Decadent
( 6)
Legendary Creature — Vampire Elf Rogue
(4/4)
Deathtouch, lifelink At the beginning of your end step, choose one — • Feed — Target opponent loses life equal to the amount of life they lost this turn. • Friends — You gain life equal to the amount of life you gained this turn.
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Astral Dragon
( 8)
Creature — Dragon
(4/4)
Flying Project Image — When Astral Dragon enters the battlefield, create two tokens that are copies of target noncreature permanent, except they're 3/3 Dragon creatures in addition to their other types, and they have flying.
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Atalya, Samite Master
( 5)
Legendary Creature — Human Cleric
(2/3)
, : Choose one — • Prevent the next X damage that would be dealt to target creature this turn. Spend only white mana on X. • You gain X life. Spend only white mana on X.
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Atarka, World Render
( 7)
Legendary Creature — Dragon
(6/4)
Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.
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Atemsis, All-Seeing
( 6)
Legendary Creature — Sphinx
(4/5)
Flying , : Draw two cards, then discard a card. Whenever Atemsis, All-Seeing deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.
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Athreos, Shroud-Veiled
( 6)
Legendary Enchantment Creature — God
(4/7)
Indestructible As long as your devotion to white and black is less than seven, Athreos isn't a creature. At the beginning of your end step, put a coin counter on another target creature. Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
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Atraxa, Grand Unifier
( 7)
Legendary Creature — Phyrexian Angel
(7/7)
Flying, vigilance, deathtouch, lifelink When Atraxa, Grand Unifier enters the battlefield, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)
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Atraxi Warden
( 6)
Creature — Alien Eye
(6/6)
Flying When Atraxi Warden enters the battlefield, 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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Auratouched Mage
( 6)
Creature — Human Wizard
(3/3)
When Auratouched Mage enters the battlefield, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Aurelia, the Law Above
( 5)
Legendary Creature — Angel
(4/4)
Flying, vigilance, haste Whenever a player attacks with three or more creatures, you draw a card. Whenever a player attacks with five or more creatures, Aurelia, the Law Above deals 3 damage to each of your opponents and you gain 3 life.
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Aurelia, the Warleader
( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia, the Warleader 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 Siege Sled
( 6)
Artifact Creature — Juggernaut
(3/5)
: Target artifact creature blocks Auriok Siege Sled this turn if able. : Target artifact creature can't block Auriok Siege Sled this turn.
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Auriok Survivors
( 6)
Creature — Human Soldier
(4/6)
When Auriok Survivors enters the battlefield, you may return target Equipment card from your graveyard to the battlefield. If you do, you may attach it to Auriok Survivors.
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Aurochs Herd
( 6)
Creature — Aurochs
(4/4)
Trample When Aurochs Herd enters the battlefield, you may search your library for an Aurochs card, reveal it, put it into your hand, then shuffle. Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Aurora Phoenix
( 6)
Creature — Phoenix
(5/3)
Flying Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Whenever you cast a spell with cascade, return Aurora Phoenix from your graveyard to your hand.
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Auspicious Starrix
( 5)
Creature — Elk Beast
(6/6)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
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Author of Shadows
( 5)
Creature — Shade Warlock
(3/3)
When Author of Shadows enters the battlefield, exile all opponents' graveyards. Choose a nonland card exiled this way. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
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Auton Soldier
( 6)
Artifact Creature — Alien Soldier
(0/0)
You may have Auton Soldier enter the battlefield as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Autonomous Assembler
( 5)
Artifact Creature — Assembly-Worker
(4/5)
Vigilance , : Put a +1/+1 counter on target Assembly-Worker you control. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/2
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Autumn Willow
( 6)
Legendary Creature — Avatar
(4/4)
Shroud (This creature can't be the target of spells or abilities.) : Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.
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Avabruck Caretaker
( 6)
Creature — Human Werewolf
(4/4)
Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Avacyn, Angel of Hope
( 8)
Legendary Creature — Angel
(8/8)
Flying, vigilance, indestructible Other permanents you control have indestructible.
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Avalanche Tusker
( 5)
Creature — Elephant Warrior
(6/4)
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.
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Avarax
( 5)
Creature — Beast
(3/3)
Haste When Avarax enters the battlefield, you may search your library for a card named Avarax, reveal it, put it into your hand, then shuffle. : Avarax gets +1/+0 until end of turn.
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Avatar of Fury
( 8)
Creature — Avatar
(6/6)
If an opponent controls seven or more lands, this spell costs less to cast. Flying : Avatar of Fury gets +1/+0 until end of turn.
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Avatar of Growth
( 6)
Creature — Elemental Avatar
(4/4)
This spell costs less to cast for each opponent you have. Trample When Avatar of Growth enters the battlefield, each player searches their library for up to two basic land cards, puts them onto the battlefield, then shuffles.
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Avatar of Hope
( 8)
Creature — Avatar
(4/9)
If you have 3 or less life, this spell costs less to cast. Flying Avatar of Hope can block any number of creatures.
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Avatar of Might
( 8)
Creature — Avatar
(8/8)
If an opponent controls at least four more creatures than you, this spell costs less to cast. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Avatar of Slaughter
( 8)
Creature — Avatar
(8/8)
All creatures have double strike and attack each combat if able.
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Avatar of Will
( 8)
Creature — Avatar
(5/6)
If an opponent has no cards in hand, this spell costs less to cast. Flying
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Avatar of Woe
( 8)
Creature — Avatar
(6/5)
If there are ten or more creature cards total in all graveyards, this spell costs less to cast. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) : Destroy target creature. It can't be regenerated.
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Aven Archer
( 5)
Creature — Bird Soldier Archer
(2/2)
Flying , : Aven Archer deals 2 damage to target attacking or blocking creature.
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Aven Battle Priest
( 6)
Creature — Bird Cleric
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Battle Priest enters the battlefield, you gain 3 life.
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Aven Brigadier
( 6)
Creature — Bird Soldier
(3/5)
Flying Other Bird creatures get +1/+1. Other Soldier creatures get +1/+1.
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Aven Fateshaper
( 7)
Creature — Bird Wizard
(4/5)
Flying When Aven Fateshaper enters the battlefield, look at the top four cards of your library, then put them back in any order. : Look at the top four cards of your library, then put them back in any order.
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Aven Flock
( 5)
Creature — Bird Soldier
(2/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Aven Flock gets +0/+1 until end of turn.
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Aven Gagglemaster
( 5)
Creature — Bird Warrior
(4/3)
Flying When Aven Gagglemaster enters the battlefield, you gain 2 life for each creature you control with flying.
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Aven of Enduring Hope
( 5)
Creature — Bird Cleric
(3/3)
Flying When Aven of Enduring Hope enters the battlefield, you gain 3 life.
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