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Asceticism
( 5)
Enchantment
Creatures you control have hexproof. : Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Ash Zealot
( 2)
Creature — Human Warrior
(2/2)
First strike, haste Whenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player.
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Ash, Party Crasher
( 2)
Legendary Creature — Human Peasant
(2/2)
Haste Celebration — Whenever Ash, Party Crasher attacks, if two or more nonland permanents entered the battlefield under your control this turn, put a +1/+1 counter on Ash.
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Ashad, the Lone Cyberman
( 4)
Legendary Artifact Creature — Cyberman
(3/3)
The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.
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Asha's Favor
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying, first strike, and vigilance.
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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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Ashcloud Phoenix
( 4)
Creature — Phoenix
(4/1)
Flying When Ashcloud Phoenix dies, return it to the battlefield face down under your control. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Ashcloud Phoenix is turned face up, it deals 2 damage to each player.
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Ashcoat Bear
( 2)
Creature — Bear
(2/2)
Flash (You may cast this spell any time you could cast an instant.)
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Ashcoat of the Shadow Swarm
( 4)
Legendary Creature — Rat Warlock
(3/4)
Whenever Ashcoat of the Shadow Swarm attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Ashen Ghoul
( 4)
Creature — Zombie
(3/1)
Haste : Return Ashen Ghoul from your graveyard to the battlefield. Activate only during your upkeep and only if three or more creature cards are above Ashen Ghoul.
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Ashen Monstrosity
( 7)
Creature — Spirit
(7/4)
Haste Ashen Monstrosity attacks each combat if able.
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Ashen Powder
( 4)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control.
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Ashen Reaper
( 0)
Creature — Zombie Elemental
(2/1)
Menace At the beginning of your end step, put a +1/+1 counter on Ashen Reaper if a permanent was put into a graveyard from the battlefield this turn.
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Ashen Rider
( 8)
Creature — Archon
(5/5)
Flying When Ashen Rider enters 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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Ashenmoor Gouger
( 3)
Creature — Elemental Warrior
(4/4)
Ashenmoor Gouger can't block.
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Ashenmoor Liege
( 4)
Creature — Elemental Knight
(4/1)
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
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Ashen-Skin Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Ashen-Skin Zubera dies, target opponent discards a card for each Zubera that died this turn.
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Ashes of the Abhorrent
( 2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.
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Ashes of the Fallen
( 2)
Artifact
As Ashes of the Fallen enters, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types.
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Ashes to Ashes
( 3)
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
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Ashiok, Dream Render
( 3)
Legendary Planeswalker — Ashiok
(5)
Spells and abilities your opponents control can't cause their controller to search their library. −1: Target player mills four cards. Then exile each opponent's graveyard.
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Ashiok, Nightmare Muse
( 5)
Legendary Planeswalker — Ashiok
(5)
+1: Create a 2/3 blue and black Nightmare creature token with "Whenever this creature attacks or blocks, each opponent exiles the top two cards of their library." −3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand. −7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.
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Ashiok, Nightmare Weaver
( 3)
Legendary Planeswalker — Ashiok
(3)
+2: Exile the top three cards of target opponent's library. −X: Put a creature card with mana value X exiled with Ashiok, Nightmare Weaver onto the battlefield under your control. That creature is a Nightmare in addition to its other types. −10: Exile all cards from all opponents' hands and graveyards.
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Ashiok, Sculptor of Fears
( 6)
Legendary Planeswalker — Ashiok
(4)
+2: Draw a card. Each player mills two cards. −5: Put target creature card from a graveyard onto the battlefield under your control. −11: Gain control of all creatures target opponent controls.
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Ashiok, Wicked Manipulator
( 5)
Legendary Planeswalker — Ashiok
(5)
If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead. +1: Look at the top two cards of your library. Exile one of them and put the other into your hand. −2: Create two 1/1 black Nightmare creature tokens with "At the beginning of combat on your turn, if a card was put into exile this turn, put a +1/+1 counter on this creature." −7: Target player exiles the top X cards of their library, where X is the total mana value of cards you own in exile.
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Ashiok's Adept
( 3)
Creature — Human Wizard
(1/3)
Heroic — Whenever you cast a spell that targets Ashiok's Adept, each opponent discards a card.
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Ashiok's Erasure
( 4)
Enchantment
Flash When Ashiok's Erasure enters, exile target spell. Your opponents can't cast spells with the same name as the exiled card. When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.
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Ashiok's Forerunner
( 5)
Creature — Human Wizard
(3/3)
Flash When Ashiok's Forerunner enters, 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 Reaper
( 4)
Creature — Nightmare
(3/3)
Whenever an enchantment you control is put into a graveyard from the battlefield, draw a card.
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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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Ashling the Pilgrim
( 2)
Legendary Creature — Elemental Shaman
(1/1)
: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.
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Ashling, the Extinguisher
( 4)
Legendary Creature — Elemental Shaman
(4/4)
Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. The player sacrifices that creature.
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Ashling's Prerogative
( 2)
Enchantment
As Ashling's Prerogative enters, choose odd or even. (Zero is even.) Each creature with mana value of the chosen quality has haste. Each creature without mana value of the chosen quality enters tapped.
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Ashmouth Blade
( 0)
Artifact — Equipment
Equipped creature gets +3/+3 and has first strike. Equip
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Ashmouth Dragon
( 0)
Creature — Dragon
(4/4)
Flying Whenever you cast an instant or sorcery spell, Ashmouth Dragon deals 2 damage to any target.
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Ashmouth Hound
( 2)
Creature — Elemental Dog
(2/1)
Whenever Ashmouth Hound blocks or becomes blocked by a creature, Ashmouth Hound deals 1 damage to that creature.
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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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Ashnod, Flesh Mechanist
( 1)
Legendary Creature — Human Artificer
(1/1)
Deathtouch Whenever Ashnod, Flesh Mechanist attacks, you may sacrifice another creature. If you do, create a tapped Powerstone token. , Exile a creature card from your graveyard: Create a tapped 3/3 colorless Zombie artifact creature token.
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Ashnod's Battle Gear
( 2)
Artifact
You may choose not to untap Ashnod's Battle Gear during your untap step. , : Target creature you control gets +2/-2 for as long as Ashnod's Battle Gear remains tapped.
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Ashnod's Coupon
( 0)
Artifact
, Sacrifice Ashnod's Coupon: Target player gets you target drink. You pay any costs for the drink.
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Ashnod's Cylix
( 2)
Artifact
, : Target player looks at the top three cards of their library, puts one of them back on top of their library, then exiles the rest.
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Ashnod's Intervention
( 1)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies or is put into exile from the battlefield, return it to its owner's hand."
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Ashnod's Transmogrant
( 1)
Artifact
, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types.
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Ashroot Animist
( 4)
Creature — Lizard Druid
(4/4)
Trample When this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
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Asinine Antics
( 4)
Sorcery
You may cast Asinine Antics as though it had flash if you pay more to cast it. For each creature your opponents control, create a Cursed Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
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Asmira, Holy Avenger
( 4)
Legendary Creature — Human Cleric
(2/3)
Flying At the beginning of each end step, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from the battlefield this turn.
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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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Asmoranomardicadaistinaculdacar
( 0)
Legendary Creature — Human Wizard
(3/3)
As long as you've discarded a card this turn, you may pay to cast this spell. When Asmoranomardicadaistinaculdacar enters, you may search your library for a card named The Underworld Cookbook, reveal it, put it into your hand, then shuffle. Sacrifice two Foods: Target creature deals 6 damage to itself.
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Aspect of Gorgon
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy it.)
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Aspect of Hydra
( 1)
Instant
Target creature gets +X/+X until end of turn, where X is your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
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Aspect of Lamprey
( 4)
Enchantment — Aura
Enchant creature you control When Aspect of Lamprey enters, target opponent discards two cards. Enchanted creature has lifelink.
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Aspect of Manticore
( 3)
Enchantment — Aura
Flash Enchant creature When Aspect of Manticore enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +2/+0.
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Aspect of Mongoose
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) When Aspect of Mongoose is put into a graveyard from the battlefield, return Aspect of Mongoose to its owner's hand.
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Aspect of Wolf
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.
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Asphodel Wanderer
( 1)
Creature — Skeleton Soldier
(1/1)
: Regenerate Asphodel Wanderer.
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Asphyxiate
( 3)
Sorcery
Destroy target untapped creature.
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Aspirant's Ascent
( 1)
Instant
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
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Aspiring Aeronaut
( 4)
Creature — Human Artificer
(1/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Aspiring Aeronaut enters, create a 1/1 colorless Thopter artifact creature token with flying.
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Aspiring Champion
( 4)
Creature — Astartes Warrior
(3/3)
Menace Ruinous Ascension — When Aspiring Champion deals combat damage to a player, sacrifice it. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield, then shuffle the rest into your library. If that creature is a Demon, it deals damage equal to its power to each opponent.
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Ass Whuppin'
( 3)
Sorcery
Destroy target silver-bordered or acorn permanent in any game you can see from your seat.
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Assassin Den
( 4)
Creature — Wall
(2/4)
Defender (This creature can't attack.) : Put a +1/+1 counter on target creature you control. It can't be blocked this turn. Activate only as a sorcery.
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Assassin Gauntlet
( 3)
Artifact — Equipment
When Assassin Gauntlet enters, attach it to up to one target creature you control. Tap all creatures target opponent controls. Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card." Equip
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Assassin Initiate
( 1)
Creature — Human Assassin
(1/1)
: Assassin Initiate gains your choice of flying, deathtouch, or lifelink until end of turn.
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Assassinate
( 3)
Sorcery
Destroy target tapped creature.
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Assassin's Blade
( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Destroy target nonblack attacking creature.
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Assassin's Ink
( 4)
Instant
This spell costs less to cast if you control an artifact and less to cast if you control an enchantment. Destroy target creature or planeswalker.
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Assassin's Strike
( 6)
Sorcery
Destroy target creature. Its controller discards a card.
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Assassin's Trophy
( 2)
Instant
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
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Assault Formation
( 2)
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power. : Target creature with defender can attack this turn as though it didn't have defender. : Creatures you control get +0/+1 until end of turn.
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Assault Intercessor
( 3)
Creature — Astartes Warrior
(3/2)
First strike, menace Chainsword — Whenever a creature an opponent controls dies, that player loses 2 life.
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Assault on Osgiliath
( 3)
Sorcery
Amass Orcs X, then Goblins and Orcs you control gain double strike and haste until end of turn. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Assault Strobe
( 1)
Sorcery
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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Assault Suit
( 4)
Artifact — Equipment
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed. At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it. Equip
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Assaultron Dominator
( 2)
Artifact Creature — Robot
(2/2)
When Assaultron Dominator enters, you get (two energy counters). Whenever an artifact creature you control attacks, you may pay . If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
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Assemble from Parts
( 1)
Instant
Target creature card in your graveyard perpetually gains ", Exile this card from your graveyard: Shuffle it into your library. Create a token that's a copy of it, except it's a 4/4 black Zombie in addition to its other types. Activate only as a sorcery."
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Assemble the Entmoot
( 4)
Enchantment
Creatures you control have reach. Sacrifice Assemble the Entmoot: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
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Assemble the Legion
( 5)
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
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Assemble the Players
( 2)
Enchantment
You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
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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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Assembly Hall
( 5)
Artifact
, : Reveal a creature card in your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle.
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Assembly-Worker
( 3)
Artifact Creature — Assembly-Worker
(2/2)
: Target Assembly-Worker creature gets +1/+1 until end of turn.
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Assert Authority
( 7)
Instant
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Assimilate Essence
( 2)
Instant
Counter target creature or battle spell unless its controller pays . If they do, you incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Assimilation Aegis
( 3)
Artifact — Equipment
When Assimilation Aegis enters, exile up to one target creature until Assimilation Aegis leaves the battlefield. Whenever Assimilation Aegis becomes attached to a creature, for as long as Assimilation Aegis remains attached to it, that creature becomes a copy of a creature card exiled with Assimilation Aegis. Equip
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Assquatch
( 5)
Creature — Donkey
(3{1/2}/3{1/2})
Each other Donkey gets +1½/+1½. Whenever another Donkey enters, 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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Astarion's Thirst
( 4)
Instant
Exile target creature. Put X +1/+1 counters on a commander creature you control, where X is the power of the creature exiled this way.
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Astor, Bearer of Blades
( 4)
Legendary Creature — Human Warrior
(4/4)
When Astor, Bearer of Blades enters, look at the top seven cards of your library. You may reveal an Equipment or Vehicle card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equipment you control have equip . Vehicles you control have crew 1.
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