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Cramped Vents // Access Maze (Access Maze)
( 7)
Enchantment — Room
Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Alive // Well (Alive)
( 4)
Sorcery
Create a 3/3 green Centaur creature token. Fuse (You may cast one or both halves of this card from your hand.)
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Appeal // Authority (Appeal)
( 1)
Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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Armed // Dangerous (Armed)
( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Appeal // Authority (Authority)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
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Funeral Room // Awakening Hall (Awakening Hall)
( 8)
Enchantment — Room
When you unlock this door, return all creature cards from your graveyard to the battlefield. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Far // Away (Away)
( 3)
Instant
Target player sacrifices a creature of their choice. Fuse (You may cast one or both halves of this card from your hand.)
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Beck // Call (Beck)
( 2)
Sorcery
Whenever a creature enters this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.)
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Reason // Believe (Believe)
( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Look at the top card of your library. You may put it onto the battlefield if it's a creature card. If you don't, put it into your hand.
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Bind//Liberate (playtest)
( 2)
Instant
Counter target activated ability. (Mana abilities can't be targeted.)<i/> Draw a card. // Liberate Instant Exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Flesh // Blood (Blood)
( 2)
Sorcery
Target creature you control deals damage equal to its power to any target. Fuse (You may cast one or both halves of this card from your hand.)
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Boom // Bust (Boom)
( 2)
Sorcery
Destroy target land you control and target land you don't control.
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Fuss // Bother (Bother)
( 6)
Sorcery
Create three 1/1 colorless Thopter artifact creature tokens with flying. Surveil 2.
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Bottomless Pool // Locker Room (Bottomless Pool)
( 1)
Enchantment — Room
When you unlock this door, return up to one target creature to its owner's hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Bound // Determined (Bound)
( 5)
Instant
Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Exile this card.
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Turn // Burn (Burn)
( 2)
Instant
Burn deals 2 damage to any target. Fuse (You may cast one or both halves of this card from your hand.)
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Hustle // Bustle (Bustle)
( 6)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
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Defiled Crypt // Cadaver Lab (Cadaver Lab)
( 1)
Enchantment — Room
When you unlock this door, return target creature card from your graveyard to your hand. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Beck // Call (Call)
( 6)
Sorcery
Create four 1/1 white Bird creature tokens with flying. Fuse (You may cast one or both halves of this card from your hand.)
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Catch // Release (Catch)
( 3)
Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Cease // Desist (Cease)
( 2)
Instant
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
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Central Elevator // Promising Stairs (Central Elevator)
( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Leave // Chance (Chance)
( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Discard any number of cards, then draw that many cards.
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Charred Foyer // Warped Space (Charred Foyer)
( 4)
Enchantment — Room
At the beginning of your upkeep, exile the top card of your library. You may play it this turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Claim // Fame (Claim)
( 1)
Sorcery
Return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Failure // Comply (Comply)
( 1)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.
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Consecrate // Consume (Consume)
( 4)
Sorcery
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
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Refuse // Cooperate (Cooperate)
( 3)
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.) Copy target instant or sorcery spell. You may choose new targets for the copy.
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Coward // Killer (Coward)
( 2)
Sorcery
Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel.
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Cramped Vents // Access Maze (Cramped Vents)
( 4)
Enchantment — Room
When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Crime // Punishment (Crime)
( 5)
Sorcery
Put target creature or enchantment card from an opponent's graveyard onto the battlefield under your control.
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Armed // Dangerous (Dangerous)
( 4)
Sorcery
All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)
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Dusk // Dawn (Dawn)
( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Return all creature cards with power 2 or less from your graveyard to your hand.
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Night // Day (Day)
( 3)
Instant
Creatures target player controls get +1/+1 until end of turn.
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Dazzling Theater // Prop Room (Dazzling Theater)
( 4)
Enchantment — Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.) (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Life // Death (Death)
( 2)
Sorcery
Return target creature card from your graveyard to the battlefield. You lose life equal to its mana value.
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Painter's Studio // Defaced Gallery (Defaced Gallery)
( 2)
Enchantment — Room
Whenever you attack, attacking creatures you control get +1/+0 until end of turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Defiled Crypt // Cadaver Lab (Defiled Crypt)
( 4)
Enchantment — Room
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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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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Depose // Deploy (Deploy)
( 4)
Instant
Create two 1/1 colorless Thopter artifact creature tokens with flying, then you gain 1 life for each creature you control.
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Derelict Attic // Widow's Walk (Derelict Attic)
( 3)
Enchantment — Room
When you unlock this door, you draw two cards and you lose 2 life. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Driven // Despair (Despair)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
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Polluted Cistern // Dim Oubliette (Dim Oubliette)
( 5)
Enchantment — Room
When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Down // Dirty (Dirty)
( 3)
Sorcery
Return target card from your graveyard to your hand. Fuse (You may cast one or both halves of this card from your hand.)
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Discovery // Dispersal (Discovery)
( 2)
Sorcery
Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Discovery // Dispersal (Dispersal)
( 5)
Instant
Each opponent returns a nonland permanent they control with the highest mana value among permanents they control to its owner's hand, then discards a card.
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Dollmaker's Shop // Porcelain Gallery (Dollmaker's Shop)
( 2)
Enchantment — Room
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Said // Done (Done)
( 4)
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Down // Dirty (Down)
( 4)
Sorcery
Target player discards two cards. Fuse (You may cast one or both halves of this card from your hand.)
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Driven // Despair (Driven)
( 2)
Sorcery
Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."
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Meat Locker // Drowned Diner (Drowned Diner)
( 5)
Enchantment — Room
When you unlock this door, draw three cards, then discard a card. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Grind // Dust (Dust)
( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Exile any number of target creatures that have -1/-1 counters on them.
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Secret Arcade // Dusty Parlor (Dusty Parlor)
( 3)
Enchantment — Room
Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Heaven // Earth (Earth)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Earth deals X damage to each creature without flying.
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Grand Entryway // Elegant Rotunda (Elegant Rotunda)
( 3)
Enchantment — Room
When you unlock this door, put a +1/+1 counter on each of up to two target creatures. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Odds // Ends (Ends)
( 5)
Instant
Target player sacrifices two attacking creatures of their choice.
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Breaking // Entering (Entering)
( 6)
Sorcery
Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Indulge // Excess (Excess)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Create a Treasure token for each creature you controlled that dealt combat damage to a player this turn.
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Experimental Lab // Staff Room (Experimental Lab)
( 4)
Enchantment — Room
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Rise // Fall (Fall)
( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
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Claim // Fame (Fame)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gets +2/+0 and gains haste until end of turn.
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Far // Away (Far)
( 2)
Instant
Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.)
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Mouth // Feed (Feed)
( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw a card for each creature you control with power 3 or greater.
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Prepare // Fight (Fight)
( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature you control fights target creature an opponent controls.
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Find // Finality (Finality)
( 6)
Sorcery
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
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Start // Finish (Finish)
( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) As an additional cost to cast Finish, sacrifice a creature. Destroy target creature.
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