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Scrambleverse
( 8)
Sorcery
For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.
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Scrap
( 3)
Instant
Destroy target artifact. Cycling (, Discard this card: Draw a card.)
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Scrapbasket
( 4)
Artifact Creature — Scarecrow
(3/2)
: Scrapbasket becomes all colors until end of turn.
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Scrapheap
( 3)
Artifact
Whenever an artifact or enchantment is put into your graveyard from the battlefield, you gain 1 life.
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Scrapshooter
( 3)
Creature — Raccoon Archer
(4/4)
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they draw a card.) Reach When Scrapshooter enters, if the gift was promised, destroy target artifact or enchantment an opponent controls.
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Screamer-Killer
( 5)
Creature — Tyranid
(5/5)
Trample Bio-Plasmic Scream — Whenever you cast a creature spell with mana value 5 or greater, Screamer-Killer deals 5 damage to any target.
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Scrivener
( 5)
Creature — Human Wizard
(2/2)
When Scrivener enters, you may return target instant card from your graveyard to your hand.
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Scrollshift
( 3)
Instant
Exile up to one target artifact, creature, or enchantment you control, then return it to the battlefield under its owner's control. Draw a card.
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Scrounge
( 3)
Sorcery
Target opponent chooses an artifact card in their graveyard. Put that card onto the battlefield under your control.
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Scuttlegator
( 6)
Creature — Crab Turtle Crocodile
(6/6)
Defender : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as Scuttlegator has a +1/+1 counter on it, it can attack as though it didn't have defender.
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Scuttlemutt
( 3)
Artifact Creature — Scarecrow
(2/2)
: Add one mana of any color. : Target creature becomes the color or colors of your choice until end of turn.
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Scuttletide
( 2)
Enchantment
, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
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Scytheclaw
( 5)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip
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Séance
( 4)
Enchantment
At the beginning of each upkeep, you may exile target creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a Spirit in addition to its other types. Exile it at the beginning of the next end step.
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Seasinger
( 3)
Creature — Merfolk
(0/1)
When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. : Gain control of target creature whose controller controls an Island for as long as you control Seasinger and Seasinger remains tapped.
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Secretkeeper
( 4)
Creature — Spirit
(2/2)
As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying.
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Seedtime
( 2)
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
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Seeker
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
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Seizures
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays .
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Self-Assembler
( 5)
Artifact Creature — Assembly-Worker
(4/4)
When Self-Assembler enters, you may search your library for an Assembly-Worker creature card, reveal it, put it into your hand, then shuffle.
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Self-Reflection
( 6)
Sorcery
Create a token that's a copy of target creature you control. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sentinel
( 4)
Artifact Creature — Shapeshifter
(1/1)
: Change Sentinel's base toughness to 1 plus the power of target creature blocking or blocked by Sentinel. <I>(This effect lasts indefinitely.)</I>
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Seraph
( 7)
Creature — Angel
(4/4)
Flying Whenever a creature dealt damage by Seraph this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of Seraph.
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Serenity
( 2)
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
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Sewerdreg
( 5)
Creature — Spirit
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Sacrifice Sewerdreg: Exile target card from a graveyard.
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Shacklegeist
( 2)
Creature — Spirit
(2/2)
Flying Shacklegeist can block only creatures with flying. Tap two untapped Spirits you control: Tap target creature you don't control.
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Shackles
( 3)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. : Return Shackles to its owner's hand.
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Shadowbane
( 2)
Instant
The next time a source of your choice would deal damage to you and/or creatures you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life.
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Shadowfeed
( 1)
Instant
Exile target card from a graveyard. You gain 3 life.
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Shadowspear
( 1)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and lifelink. : Permanents your opponents control lose hexproof and indestructible until end of turn. Equip
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Shadowstorm
( 1)
Sorcery
Shadowstorm deals 2 damage to each creature with shadow.
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Shahrazad
( 2)
Sorcery
Players play a Magic subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half their life, rounded up.
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Shambleshark
( 2)
Creature — Shark Crab
(2/1)
Flash (You may cast this spell any time you could cast an instant.) Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Shapesharer
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Target Shapeshifter becomes a copy of target creature until your next turn.
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Shapeshifter
( 6)
Artifact Creature — Shapeshifter
(*/7-*)
As Shapeshifter enters, choose a number between 0 and 7. At the beginning of your upkeep, you may choose a number between 0 and 7. Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number.
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Sharktocrab
( 4)
Creature — Shark Octopus Crab
(4/4)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Sharktocrab, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Shatterstorm
( 4)
Sorcery
Destroy all artifacts. They can't be regenerated.
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Shellephant
( 3)
Creature — Turtle and/or Elephant
(?/?)
: Choose one. You may activate this ability while Shellephant is in any zone. • Shellephant has base power and toughness 1/4. • Shellephant has base power and toughness 3/3.
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Shelter
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Draw a card.
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Shenanigans
( 2)
Sorcery
Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
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Sheoldred
( 5)
Legendary Creature — Phyrexian Praetor
(4/5)
Menace When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice. : Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
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Shimmer
( 4)
Enchantment
As Shimmer enters, choose a land type. Each land of the chosen type has phasing. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Shinechaser
( 3)
Creature — Faerie
(1/1)
Flying, vigilance Shinechaser gets +1/+1 as long as you control an artifact. Shinechaser gets +1/+1 as long as you control an enchantment.
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Shinewend
( 2)
Creature — Elemental
(0/0)
Flying Shinewend enters with a +1/+1 counter on it. , Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
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Shock
( 1)
Instant
Shock deals 2 damage to any target.
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Shocker
( 2)
Creature — Insect
(1/1)
Whenever Shocker deals damage to a player, that player discards all the cards in their hand, then draws that many cards.
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Showstopper
( 3)
Instant
Until end of turn, creatures you control gain "When this creature dies, it deals 2 damage to target creature an opponent controls."
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Shriekdiver
( 3)
Creature — Zombie Bird Warrior
(2/1)
Flying : Shriekdiver gains haste until end of turn.
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Shriekgeist
( 2)
Creature — Spirit
(1/1)
Flying Whenever Shriekgeist deals combat damage to a player, that player mills two cards.
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Shriekhorn
( 1)
Artifact
Shriekhorn enters with three charge counters on it. , Remove a charge counter from Shriekhorn: Target player mills two cards.
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Shriekmaw
( 5)
Creature — Elemental
(3/2)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Shriekmaw enters, destroy target nonartifact, nonblack creature. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Shrink
( 1)
Instant
Target creature gets -5/-0 until end of turn.
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Shrivel
( 2)
Sorcery
All creatures get -1/-1 until end of turn.
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Shroudstomper
( 7)
Creature — Elemental
(5/5)
Deathtouch Whenever Shroudstomper enters or attacks, each opponent loses 2 life. You gain 2 life and draw a card.
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Shuko
( 1)
Artifact — Equipment
Equipped creature gets +1/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Shunt
( 3)
Instant
Change the target of target spell with a single target.
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Shuriken
( 1)
Artifact — Equipment
Equipped creature has ", Unattach Shuriken: Shuriken deals 2 damage to target creature. That creature's controller gains control of Shuriken unless it was unattached from a Ninja." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Shyft
( 5)
Creature — Shapeshifter
(4/2)
At the beginning of your upkeep, you may have Shyft become the color or colors of your choice. <I>(This effect lasts indefinitely.)</I>
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Sicken
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1. Cycling (, Discard this card: Draw a card.)
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Sickleslicer
( 3)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +2/+2. Equip
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Sideswipe
( 2)
Instant
You may change any targets of target Arcane spell.
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Siegecraft
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+4.
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Sift
( 4)
Sorcery
Draw three cards, then discard a card.
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Silence
( 1)
Instant
Your opponents can't cast spells this turn.
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Silhouette
( 2)
Instant
Choose target creature. If a spell or ability that targets that creature would cause a source to deal damage to that creature this turn, prevent that damage.
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Silkguard
( 1)
Instant
Put a +1/+1 counter on each of up to X target creatures you control. Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
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Silkwrap
( 2)
Enchantment
When Silkwrap enters, exile target creature with mana value 3 or less an opponent controls until Silkwrap leaves the battlefield. (That creature returns under its owner's control.)
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Silverstrike
( 4)
Instant
Destroy target attacking creature. You gain 3 life.
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Simoon
( 2)
Instant
Simoon deals 1 damage to each creature target opponent controls.
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Simplify
( 1)
Sorcery
Each player sacrifices an enchantment of their choice.
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Simulacrum
( 2)
Instant
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
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Sindbad
( 2)
Creature — Human
(1/1)
: Draw a card and reveal it. If it isn't a land card, discard it.
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Singe
( 1)
Instant
Singe deals 1 damage to target creature. That creature becomes black until end of turn.
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Sirocco
( 2)
Instant
Target player reveals their hand. For each blue instant card revealed this way, that player discards that card unless they pay 4 life.
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Six
( 3)
Legendary Creature — Treefolk
(2/4)
Reach Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
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Sizzle
( 3)
Sorcery
Sizzle deals 3 damage to each opponent.
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Skeletonize
( 5)
Instant
Skeletonize deals 3 damage to target creature. When a creature dealt damage this way dies this turn, create a 1/1 black Skeleton creature token with ": Regenerate this creature."
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Skinrender
( 4)
Creature — Phyrexian Zombie
(3/3)
When Skinrender enters, put three -1/-1 counters on target creature.
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Skinshifter
( 2)
Creature — Human Shaman
(1/1)
: Choose one. Activate only once each turn. • Until end of turn, Skinshifter becomes a Rhino with base power and toughness 4/4 and gains trample. • Until end of turn, Skinshifter becomes a Bird with base power and toughness 2/2 and gains flying. • Until end of turn, Skinshifter becomes a Plant with base power and toughness 0/8.
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Skinwing
( 4)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +2/+2 and has flying. Equip
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Skitterskin
( 4)
Creature — Eldrazi Drone
(4/3)
Devoid (This card has no color.) Skitterskin can't block. : Regenerate Skitterskin. Activate only if you control another colorless creature.
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Skizzik
( 4)
Creature — Elemental
(5/3)
Kicker (You may pay an additional as you cast this spell.) Trample, haste At the beginning of the end step, if Skizzik wasn't kicked, sacrifice it.
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Skred
( 1)
Instant
Skred deals damage to target creature equal to the number of snow permanents you control.
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Skulduggery
( 1)
Instant
Until end of turn, target creature you control gets +1/+1 and target creature an opponent controls gets -1/-1.
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Skullcage
( 4)
Artifact
At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless they have exactly three or exactly four cards in hand.
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Skullclamp
( 1)
Artifact — Equipment
Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip
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Skullcrack
( 2)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player or planeswalker.
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Skullmulcher
( 5)
Creature — Elemental
(3/3)
Devour 1 (As this enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.) When Skullmulcher enters, draw a card for each creature it devoured.
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Skullscorch
( 2)
Sorcery
Target player discards two cards at random unless that player has Skullscorch deal 4 damage to them.
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Skullsnatcher
( 2)
Creature — Rat Ninja
(2/1)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Skullsnatcher deals combat damage to a player, exile up to two target cards from that player's graveyard.
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Skulltap
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
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Skullwinder
( 3)
Creature — Snake
(1/3)
Deathtouch When Skullwinder enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
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Skybind
( 5)
Enchantment
Constellation — Whenever Skybind or another enchantment you control enters, exile target nonenchantment permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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