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Shelkin Brownie
( 2)
Creature — Ouphe
(1/1)
: Target creature loses all "bands with other" abilities until end of turn.
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Shell Shield
( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Shell Skulkin
( 4)
Artifact Creature — Scarecrow
(3/2)
: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Shelldock Isle
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Shelldock Isle enters tapped. : Add . , : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
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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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Shelob, Child of Ungoliant
( 6)
Legendary Creature — Spider Demon
(8/8)
Deathtouch, ward Other Spiders you control have deathtouch and ward . Whenever another creature dealt damage this turn by a Spider you controlled dies, create a token that's a copy of that creature, except it's a Food artifact with ", , Sacrifice this artifact: You gain 3 life," and it loses all other card types.
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Shelob's Ambush
( 1)
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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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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Sheltered Aerie
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Add two mana of any one color."
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Sheltered by Ghosts
( 2)
Enchantment — Aura
Enchant creature you control When Sheltered by Ghosts enters, exile target nonland permanent an opponent controls until Sheltered by Ghosts leaves the battlefield. Enchanted creature gets +1/+0 and has lifelink and ward .
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Sheltered Valley
( 0)
Land
If Sheltered Valley would enter, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley onto the battlefield. At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life. : Add .
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Sheltering Ancient
( 2)
Creature — Treefolk
(5/5)
Trample Cumulative upkeep—Put a +1/+1 counter on a creature an opponent controls. (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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Sheltering Boughs
( 3)
Enchantment — Aura
Enchant creature When Sheltering Boughs enters, draw a card. Enchanted creature gets +1/+3.
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Sheltering Light
( 1)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
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Sheltering Prayers
( 1)
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)
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Sheltering Word
( 2)
Instant
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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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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Sheoldred, the Apocalypse
( 4)
Legendary Creature — Phyrexian Praetor
(4/5)
Deathtouch Whenever you draw a card, you gain 2 life. Whenever an opponent draws a card, they lose 2 life.
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Sheoldred, Whispering One
( 7)
Legendary Creature — Phyrexian Praetor
(6/6)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) At the beginning of your upkeep, return target creature card from your graveyard to the battlefield. At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
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Sheoldred's Edict
( 2)
Instant
Choose one — • Each opponent sacrifices a nontoken creature of their choice. • Each opponent sacrifices a creature token of their choice. • Each opponent sacrifices a planeswalker of their choice.
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Sheoldred's Headcleaver
( 4)
Creature — Phyrexian Warrior
(2/4)
Menace Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
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Sheoldred's Restoration
( 4)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Return target creature card from your graveyard to the battlefield. If this spell was kicked, you gain life equal to that card's mana value. Otherwise, you lose that much life. Exile Sheoldred's Restoration.
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Shepherd of Heroes
( 5)
Creature — Angel Cleric
(3/4)
Flying When Shepherd of Heroes enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Shepherd of Rot
( 2)
Creature — Zombie Cleric
(1/1)
: Each player loses 1 life for each Zombie on the battlefield.
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Shepherd of the Clouds
( 5)
Creature — Pegasus
(4/3)
Flying, vigilance When Shepherd of the Clouds enters, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.
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Shepherd of the Cosmos
( 6)
Creature — Angel Warrior
(3/3)
Flying When Shepherd of the Cosmos enters, return target permanent card with mana value 2 or less from your graveyard to the battlefield. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Shepherding Spirits
( 6)
Creature — Spirit
(4/5)
Flying Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Shessra, Death's Whisper
( 4)
Legendary Creature — Human Elf Warlock
(1/3)
Bewitching Whispers — When Shessra, Death's Whisper enters, target creature blocks this turn if able. Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
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Shield Bearer
( 2)
Creature — Human Soldier
(0/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Shield Broker
( 5)
Creature — Octopus Advisor
(3/4)
When Shield Broker enters, put a shield counter on target noncommander creature you don't control. You gain control of that creature for as long as it has a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Shield Dancer
( 3)
Creature — Human Rebel
(1/3)
: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
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Shield Mare
( 3)
Creature — Horse
(2/3)
Shield Mare can't be blocked by red creatures. When Shield Mare enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
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Shield Mate
( 1)
Creature — Human Soldier
(1/1)
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.
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Shield of Kaldra
( 4)
Legendary Artifact — Equipment
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra have indestructible. Equipped creature has indestructible. (Damage and effects that say "destroy" don't destroy it.) Equip
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Shield of the Ages
( 2)
Artifact
: Prevent the next 1 damage that would be dealt to you this turn.
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Shield of the Avatar
( 1)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Shield of the Oversoul
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (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.) As long as enchanted creature is white, it gets +1/+1 and has flying.
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Shield of the Realm
( 2)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage. Equip
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Shield of the Righteous
( 2)
Artifact — Equipment
Equipped creature gets +0/+2 and has vigilance. Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step. Equip
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Shield Sphere
( 0)
Artifact Creature — Wall
(0/6)
Defender Whenever Shield Sphere blocks, put a -0/-1 counter on it.
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Shield Wall
( 2)
Instant
Creatures you control get +0/+2 until end of turn.
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Shielded by Faith
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has indestructible. Whenever a creature enters, you may attach Shielded by Faith to that creature.
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Shielded Passage
( 1)
Instant
Prevent all damage that would be dealt to target creature this turn.
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Shieldhide Dragon
( 6)
Creature — Dragon
(3/3)
Flying, lifelink Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Shieldhide Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Shielding Plax
( 3)
Enchantment — Aura
( can be paid with either or .) Enchant creature When Shielding Plax enters, draw a card. Enchanted creature can't be the target of spells or abilities your opponents control.
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Shieldmage Advocate
( 3)
Creature — Human Cleric
(1/3)
: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
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Shieldmage Elder
( 6)
Creature — Human Cleric Wizard
(2/3)
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.
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Garenbrig Carver (Shield's Might)
( 2)
Instant — Adventure
Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Shields of Velis Vel
( 1)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Creatures target player controls get +0/+1 and gain all creature types until end of turn.
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Shield-Wall Sentinel
( 4)
Artifact Creature — Golem
(1/3)
Defender When Shield-Wall Sentinel enters, you may search your library for a creature card with defender, reveal it, put it into your hand, then shuffle.
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Shifting Borders
( 4)
Instant — Arcane
Exchange control of two target lands. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Shifting Ceratops
( 4)
Creature — Dinosaur
(5/4)
This spell can't be countered. Protection from blue (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything blue.) : Shifting Ceratops gains your choice of reach, trample, or haste until end of turn.
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Shifting Grift
( 2)
Sorcery
Spree (Choose one or more additional costs.) + — Exchange control of two target creatures. + — Exchange control of two target artifacts. + — Exchange control of two target enchantments.
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Shifting Loyalties
( 6)
Sorcery
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
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Shifting Shadow
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
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Shifting Sky
( 3)
Enchantment
As Shifting Sky enters, choose a color. All nonland permanents are the chosen color.
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Shifting Sliver
( 4)
Creature — Sliver
(2/2)
Slivers can't be blocked except by Slivers.
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Shifting Wall
( 0)
Artifact Creature — Wall
(0/0)
Defender (This creature can't attack.) Shifting Wall enters with X +1/+1 counters on it.
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Shifty Doppelganger
( 3)
Creature — Shapeshifter
(1/1)
, Exile Shifty Doppelganger: You may put a creature card from your hand onto the battlefield. If you do, that creature gains haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, return Shifty Doppelganger to the battlefield.
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Shilgengar, Sire of Famine
( 5)
Legendary Creature — Elder Demon
(6/6)
Flying Sacrifice another creature: Create a Blood token. If you sacrificed an Angel this way, create a number of Blood tokens equal to its toughness instead. , Sacrifice six Blood tokens: Return each creature card from your graveyard to the battlefield with a finality counter on it. Those creatures are Vampires in addition to their other types.
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Shimatsu the Bloodcloaked
( 4)
Legendary Creature — Demon Spirit
(0/0)
As Shimatsu the Bloodcloaked enters, sacrifice any number of permanents. Shimatsu enters with that many +1/+1 counters on it.
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Shimian Specter
( 4)
Creature — Specter
(2/2)
Flying Whenever Shimian Specter deals combat damage to a player, that player reveals their hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles.
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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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Shimmer Dragon
( 6)
Creature — Dragon
(5/6)
Flying As long as you control four or more artifacts, Shimmer Dragon has hexproof. (It can't be the target of spells or abilities your opponents control.) Tap two untapped artifacts you control: Draw a card.
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Shimmer Myr
( 3)
Artifact Creature — Myr
(2/2)
Flash You may cast artifact spells as though they had flash.
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Shimmer of Possibility
( 2)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Shimmerdrift Vale
( 0)
Snow Land
Shimmerdrift Vale enters tapped. As Shimmerdrift Vale enters, choose a color. : Add one mana of the chosen color.
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Shimmering Barrier
( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) First strike Cycling (, Discard this card: Draw a card.)
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Shimmering Efreet
( 3)
Creature — Efreet
(2/2)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever Shimmering Efreet phases in, target creature phases out. (It phases in before its controller untaps during their next untap step.)
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Shimmering Glasskite
( 4)
Creature — Spirit
(2/3)
Flying Whenever Shimmering Glasskite becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
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Shimmering Mirage
( 2)
Instant
Target land becomes the basic land type of your choice until end of turn. Draw a card.
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Shimmering Wings
( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) : Return Shimmering Wings to its owner's hand.
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Shimmerscale Drake
( 5)
Creature — Drake
(3/4)
Flying Cycling (, Discard this card: Draw a card.)
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Shimmerwing Chimera
( 4)
Enchantment Creature — Chimera
(3/2)
Flying At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
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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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Shinen of Fear's Chill
( 5)
Creature — Spirit
(3/2)
Shinen of Fear's Chill can't block. Channel — , Discard Shinen of Fear's Chill: Target creature can't block this turn.
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Shinen of Flight's Wings
( 5)
Creature — Spirit
(3/3)
Flying Channel — , Discard Shinen of Flight's Wings: Target creature gains flying until end of turn.
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Shinen of Fury's Fire
( 3)
Creature — Spirit
(2/1)
Haste Channel — , Discard Shinen of Fury's Fire: Target creature gains haste until end of turn.
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Shinen of Life's Roar
( 2)
Creature — Spirit
(1/2)
All creatures able to block Shinen of Life's Roar do so. Channel — , Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so.
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Shinen of Stars' Light
( 3)
Creature — Spirit
(2/1)
First strike Channel — , Discard Shinen of Stars' Light: Target creature gains first strike until end of turn.
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