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Abzan Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Adarkar Sentinel
( 5)
Artifact Creature — Soldier
(3/3)
: Adarkar Sentinel gets +0/+1 until end of turn.
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Adarkar Valkyrie
( 6)
Snow Creature — Angel
(4/5)
Flying, vigilance : When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
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Adarkar Windform
( 5)
Snow Creature — Illusion
(3/3)
Flying : Target creature loses flying until end of turn. ( can be paid with one mana from a snow source.)
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Anurid Barkripper
( 3)
Creature — Frog Beast
(2/2)
Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.
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Ark of Blight
( 2)
Artifact
, , Sacrifice Ark of Blight: Destroy target land.
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Atarka Beastbreaker
( 2)
Creature — Human Warrior
(2/2)
Formidable — : Atarka Beastbreaker gets +4/+4 until end of turn. Activate only if creatures you control have total power 8 or greater.
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Atarka Efreet
( 4)
Creature — Efreet Shaman
(5/1)
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 Atarka Efreet is turned face up, it deals 1 damage to any target.
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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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Atarka's Command
( 2)
Instant
Choose two — • Your opponents can't gain life this turn. • Atarka's Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn.
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Bane, Lord of Darkness
( 4)
Legendary Creature — God
(5/2)
As long as your life total is less than or equal to half your starting life total, Bane, Lord of Darkness has indestructible. Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
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Barkform Harvester
( 3)
Artifact Creature — Shapeshifter
(2/3)
Changeling (This card is every creature type.) Reach : Put target card from your graveyard on the bottom of your library.
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Barkhide Mauler
( 5)
Creature — Beast
(4/4)
Cycling (, Discard this card: Draw a card.)
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Barkhide Troll
( 2)
Creature — Troll
(2/2)
Barkhide Troll enters with a +1/+1 counter on it. , Remove a +1/+1 counter from Barkhide Troll: Barkhide Troll gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Bark-Knuckle Boxer
( 2)
Creature — Raccoon Berserker
(3/2)
Whenever you expend 4, Bark-Knuckle Boxer gains indestructible until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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Barkshell Blessing
( 1)
Instant
Target creature gets +2/+2 until end of turn. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Barkweave Crusher
( 4)
Creature — Elemental Warrior
(2/5)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
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Beastmaster's Magemark
( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1. Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Be'lakor, the Dark Master
( 6)
Legendary Creature — Demon Noble
(6/5)
Flying Prince of Chaos — When Be'lakor, the Dark Master enters, you draw X cards and you lose X life, where X is the number of Demons you control. Lord of Torment — Whenever another Demon you control enters, it deals damage equal to its power to any target.
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Biting Remark (playtest)
( 4)
Creature — — Elemental
(3/3)
Scrycast (If you see this card while scrying, you may reveal it and cast it by paying .) Flying
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Black Market
( 5)
Enchantment
Whenever a creature dies, put a charge counter on Black Market. At the beginning of your first main phase, add for each charge counter on Black Market.
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Black Market Connections
( 3)
Enchantment
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
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Black Market Tycoon
( 2)
Creature — Cat Rogue
(2/2)
At the beginning of your upkeep, Black Market Tycoon deals 2 damage to you for each Treasure you control. : Create a Treasure token.
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Bloodmark Mentor
( 2)
Creature — Goblin Warrior
(1/1)
Red creatures you control have first strike.
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Brallin, Skyshark Rider
( 4)
Legendary Creature — Human Shaman
(3/3)
Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.) Whenever you discard a card, put a +1/+1 counter on Brallin, Skyshark Rider and it deals 1 damage to each opponent. : Target Shark gains trample until end of turn.
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Briarknit Kami
( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, put a +1/+1 counter on target creature.
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Bulwark
( 5)
Enchantment
At the beginning of your upkeep, Bulwark deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand.
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Bulwark Giant
( 6)
Creature — Giant Soldier
(3/6)
When Bulwark Giant enters, you gain 5 life.
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Carnival Barker
( 3)
Creature — Dog Employee
(3/3)
: You have thirty seconds to laud a creature you control to any people outside the game. Until end of turn, that creature gains trample and haste and gets +X/+0, where X is the number of those people who applauded. Activate only as a sorcery and only once.
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Cast into Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
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Chosen of Markov
( 3)
Creature — Human
(2/2)
, Tap an untapped Vampire you control: Transform Chosen of Markov.
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Chrome Host Seedshark
( 3)
Creature — Phyrexian Shark
(2/4)
Flying Whenever you cast a noncreature spell, incubate X, where X is that spell's mana value. (Create an Incubator token with X +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Clinging Darkness
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-1.
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Coastal Bulwark
( 2)
Artifact Creature — Wall
(1/3)
Defender Coastal Bulwark gets +2/+0 as long as you control an Island. , : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Cornered Market
( 3)
Enchantment
Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent.
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Cover of Darkness
( 2)
Enchantment
As Cover of Darkness enters, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Crow of Dark Tidings
( 3)
Creature — Zombie Bird
(2/1)
Flying When this creature enters or dies, mill two cards. (Put the top two cards of your library into your graveyard.)
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Culling Mark
( 3)
Sorcery
Target creature blocks this turn if able.
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Cunning Sparkmage
( 3)
Creature — Human Shaman
(0/1)
Haste : Cunning Sparkmage deals 1 damage to any target.
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Dark Apostle
( 4)
Creature — Astartes Warlock
(3/3)
Gift of Chaos — , : The next noncreature spell you cast this turn has cascade. (When you cast that 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.)
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Dark Banishing
( 3)
Instant
Destroy target nonblack creature. It can't be regenerated.
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Dark Bargain
( 4)
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
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Dark Confidant
( 2)
Creature — Human Wizard
(2/1)
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Dark Dabbling
( 3)
Instant
Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.) Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.
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Dark Deal
( 3)
Sorcery
Each player discards all the cards in their hand, then draws that many cards minus one.
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Dark Depths
( 0)
Legendary Snow Land
Dark Depths enters with ten ice counters on it. : Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
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Dark Favor
( 2)
Enchantment — Aura
Enchant creature When Dark Favor enters, you lose 1 life. Enchanted creature gets +3/+1.
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Dark Hatchling
( 6)
Creature — Horror
(3/3)
Flying When Dark Hatchling enters, destroy target nonblack creature. It can't be regenerated.
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Dark Impostor
( 3)
Creature — Vampire Assassin
(2/2)
: Exile target creature and put a +1/+1 counter on Dark Impostor. Dark Impostor has all activated abilities of all creature cards exiled with it.
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Dark Inquiry
( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
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Dark Intimations
( 5)
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters with an additional loyalty counter on it.
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Dark Maze
( 5)
Creature — Wall
(4/5)
Defender (This creature can't attack.) : Dark Maze can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
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Dark Nourishment
( 5)
Instant
Dark Nourishment deals 3 damage to any target. You gain 3 life.
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Dark Offering
( 6)
Sorcery
Destroy target nonblack creature. You gain 3 life.
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Dark Petition
( 5)
Sorcery
Search your library for a card, put that card into your hand, then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add .
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Dark Privilege
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature.
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Dark Prophecy
( 3)
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
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Dark Remedy
( 2)
Instant
Target creature gets +1/+3 until end of turn.
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Dark Revenant
( 4)
Creature — Spirit
(2/2)
Flying When Dark Revenant dies, put it on top of its owner's library.
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Dark Salvation
( 1)
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
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Dark Sphere
( 0)
Artifact
, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, prevent half that damage, rounded down.
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Dark Supplicant
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.
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Dark Suspicions
( 4)
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
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Dark Temper
( 3)
Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
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Dark Triumph
( 5)
Instant
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost. Creatures you control get +2/+0 until end of turn.
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Dark Tutelage
( 3)
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Dark Withering
( 6)
Instant
Destroy target nonblack creature. 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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Darkblade Agent
( 3)
Creature — Human Assassin
(2/3)
As long as you've surveilled this turn, Darkblade Agent has deathtouch and "Whenever this creature deals combat damage to a player, you draw a card."
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Darkblast
( 1)
Instant
Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
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Dark-Dweller Oracle
( 2)
Creature — Goblin Shaman
(2/2)
, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
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Darkheart Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have "Sacrifice this permanent: You gain 3 life."
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Darkling Stalker
( 4)
Creature — Shade Spirit
(1/1)
: Regenerate Darkling Stalker. : Darkling Stalker gets +1/+1 until end of turn.
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Darklit Gargoyle
( 2)
Artifact Creature — Gargoyle
(1/2)
Flying : Darklit Gargoyle gets +2/-1 until end of turn.
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Darkmoss Bridge
( 0)
Artifact Land
Darkmoss Bridge enters tapped. Indestructible : Add or .
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Darkness
( 1)
Instant
Prevent all combat damage that would be dealt this turn.
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Darkpact
( 3)
Sorcery
Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
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Darkslick Drake
( 4)
Creature — Phyrexian Drake
(2/4)
Flying When Darkslick Drake dies, draw a card.
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Darkslick Shores
( 0)
Land
Darkslick Shores enters tapped unless you control two or fewer other lands. : Add or .
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Darkstar Augur
( 3)
Creature — Bat Warlock
(2/3)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Flying At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
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Darksteel Axe
( 1)
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +2/+0. Equip
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Darksteel Brute
( 2)
Artifact
Indestructible (Damage and effects that say "destroy" don't destroy this artifact.) : Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.
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Darksteel Colossus
( 11)
Artifact Creature — Golem
(11/11)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Indestructible (Damage and effects that say "destroy" don't destroy this creature.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
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Darksteel Forge
( 9)
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
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Darksteel Gargoyle
( 7)
Artifact Creature — Gargoyle
(3/3)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
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Darksteel Garrison
( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
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Darksteel Ingot
( 3)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) : Add one mana of any color.
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Darksteel Juggernaut
( 5)
Artifact Creature — Juggernaut
(*/*)
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each combat if able.
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Darksteel Monolith
( 8)
Artifact
Indestructible Once each turn, you may pay rather than pay the mana cost for a colorless spell you cast from your hand.
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