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Herald of the Host
( 5)
Creature — Angel
(4/4)
Flying, vigilance Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Herald of the Pantheon
( 2)
Creature — Centaur Shaman
(2/2)
Enchantment spells you cast cost less to cast. Whenever you cast an enchantment spell, you gain 1 life.
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Herald of the Sun
( 6)
Creature — Angel
(4/4)
Flying : Put a +1/+1 counter on another target creature with flying.
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Herald of Torment
( 3)
Enchantment Creature — Demon
(3/3)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying At the beginning of your upkeep, you lose 1 life. Enchanted creature gets +3/+3 and has flying.
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Herald of Vengeance
( 5)
Creature — — Angel
(4/5)
Flying When Herald of Vengeance enters the battlefield, destroy each permanent you don't control that has the same name as a permanent that dealt damage to you last turn.
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Herald of War
( 5)
Creature — Angel
(3/3)
Flying Whenever Herald of War attacks, put a +1/+1 counter on it. Angel spells and Human spells you cast cost less to cast for each +1/+1 counter on Herald of War.
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Heraldic Banner
( 3)
Artifact
As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+0. : Add one mana of the chosen color.
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Herald's Horn
( 3)
Artifact
As Herald's Horn enters, choose a creature type. Creature spells you cast of the chosen type cost less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
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Heralds of Tzeentch
( 5)
Creature — Demon
(3/3)
Flying Cascade (When you cast this 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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Herbal Poultice
( 0)
Artifact
, Sacrifice Herbal Poultice: Regenerate target creature.
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Herd Baloth
( 5)
Creature — Beast
(4/4)
Whenever one or more +1/+1 counters are put on Herd Baloth, you may create a 4/4 green Beast creature token.
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Herd Gnarr
( 4)
Creature — Beast
(2/2)
Whenever another creature you control enters, Herd Gnarr gets +2/+2 until end of turn.
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Herd Migration
( 7)
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control. , Discard Herd Migration: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
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Herdchaser Dragon
( 6)
Creature — Dragon
(3/3)
Flying, trample 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 Herdchaser Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Heretic's Punishment
( 5)
Enchantment
: Choose any target, then mill three cards. Heretic's Punishment deals damage to that permanent or player equal to the highest mana value among the milled cards.
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Herigast, Erupting Nullkite
( 9)
Legendary Creature — Eldrazi Dragon
(6/6)
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, you may exile your hand. If you do, draw three cards. Flying Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.
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Hermetic Study
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature deals 1 damage to any target."
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Hermit Druid
( 2)
Creature — Human Druid
(1/1)
, : Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
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Hermit of the Natterknolls
( 3)
Creature — Human Werewolf
(2/3)
Whenever an opponent casts a spell during your turn, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Hermit of the Natterknolls.
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Hermitic Nautilus
( 2)
Artifact Creature — Nautilus
(1/4)
Vigilance : Hermitic Nautilus gets +3/-3 until end of turn.
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Hero of Bladehold
( 4)
Creature — Human Knight
(3/4)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Whenever Hero of Bladehold attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
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Hero of Bretagard
( 3)
Creature — Human Warrior
(1/1)
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on Hero of Bretagard. As long as Hero of Bretagard has five or more counters on it, it has flying and is an Angel in addition to its other types. As long as Hero of Bretagard has ten or more counters on it, it has indestructible and is a God in addition to its other types.
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Hero of Goma Fada
( 5)
Creature — Human Knight Ally
(4/3)
Rally — Whenever Hero of Goma Fada or another Ally you control enters, creatures you control gain indestructible until end of turn.
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Hero of Iroas
( 2)
Creature — Human Soldier
(2/2)
Aura spells you cast cost less to cast. Heroic — Whenever you cast a spell that targets Hero of Iroas, put a +1/+1 counter on Hero of Iroas.
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Hero of Leina Tower
( 1)
Creature — Human Warrior
(1/1)
Heroic — Whenever you cast a spell that targets Hero of Leina Tower, you may pay . If you do, put X +1/+1 counters on Hero of Leina Tower.
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Hero of Oxid Ridge
( 4)
Creature — Human Knight
(4/2)
Haste Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Whenever Hero of Oxid Ridge attacks, creatures with power 1 or less can't block this turn.
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Hero of Precinct One
( 2)
Creature — Human Warrior
(2/2)
Whenever you cast a multicolored spell, create a 1/1 white Human creature token.
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Hero of the Dunes
( 5)
Creature — Human Soldier
(3/2)
When Hero of the Dunes enters, return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield. Creatures you control with mana value 3 or less get +1/+0.
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Hero of the Games
( 3)
Creature — Human Soldier
(3/2)
Whenever you cast a spell that targets Hero of the Games, creatures you control get +1/+0 until end of turn.
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Hero of the Nyxborn
( 3)
Enchantment Creature — Human Soldier
(2/2)
When Hero of the Nyxborn enters, create a 1/1 white Human Soldier creature token. Whenever you cast a spell that targets Hero of the Nyxborn, creatures you control get +1/+0 until end of turn.
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Hero of the Pride
( 2)
Creature — Cat Soldier
(2/2)
Whenever you cast a spell that targets Hero of the Pride, creatures you control get +1/+0 until end of turn.
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Hero of the Winds
( 4)
Creature — Human Soldier
(1/4)
Flying Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 until end of turn.
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Heroes' Bane
( 5)
Creature — Hydra
(0/0)
This creature enters with four +1/+1 counters on it. : Put X +1/+1 counters on this creature, where X is its power.
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Heroes of the Revel
( 5)
Creature — Satyr Soldier
(4/4)
When Heroes of the Revel enters, create a 1/1 red Satyr creature token with "This creature can't block." Whenever you cast a spell that targets Heroes of the Revel, creatures you control get +1/+0 until end of turn.
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Heroes' Podium
( 5)
Legendary Artifact
Each legendary creature you control gets +1/+1 for each other legendary creature you control. , : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Heroes Remembered
( 9)
Sorcery
You gain 20 life. Suspend 10— (Rather than cast this card from your hand, you may pay and exile it with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
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Heroic Defiance
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.
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Heroic Intervention
( 2)
Instant
Permanents you control gain hexproof and indestructible until end of turn.
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Heroic Reinforcements
( 4)
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)
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Heroism
( 3)
Enchantment
Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by that creature this turn unless its controller pays .
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Heron of Hope
( 4)
Creature — Bird
(2/3)
Flying If you would gain life, you gain that much life plus 1 instead. : Heron of Hope gains lifelink until end of turn.
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Heronblade Elite
( 3)
Creature — Human Warrior
(1/1)
Vigilance Whenever another Human you control enters, put a +1/+1 counter on Heronblade Elite. : Add X mana of any one color, where X is Heronblade Elite's power.
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Heron-Blessed Geist
( 5)
Creature — Spirit
(3/3)
Flying , Exile Heron-Blessed Geist from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only if you control an enchantment and only as a sorcery.
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Heron's Grace Champion
( 4)
Creature — Human Knight
(3/3)
Flash Lifelink When Heron's Grace Champion enters, other Humans you control get +1/+1 and gain lifelink until end of turn.
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Hero's Blade
( 2)
Artifact — Equipment
Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach Hero's Blade to it. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Hero's Heirloom
( 2)
Artifact — Equipment
Equipped creature gets +2/+1. As long as equipped creature is legendary, it has trample and haste. Equip
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Hero's Resolve
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+5.
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Hesitation
( 2)
Enchantment
When a player casts a spell, sacrifice Hesitation and counter that spell.
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Hew the Entwood
( 5)
Sorcery
Sacrifice any number of lands. Reveal the top X cards of your library, where X is the number of lands sacrificed this way. Choose any number of artifact and/or land cards revealed this way. Put all nonland cards chosen this way onto the battlefield, then put all land cards chosen this way onto the battlefield tapped, then put the rest on the bottom of your library in a random order.
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Hewed Stone Retainers
( 3)
Artifact Creature — Golem
(4/4)
Cast this spell only if you've cast another spell this turn.
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Hex
( 6)
Sorcery
Destroy six target creatures.
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Hexavus
( 6)
Artifact Creature — Construct
(0/0)
Flying Hexavus enters with six +1/+1 counters on it. , Remove a +1/+1 counter from Hexavus: Put a flying counter on another target creature. , Remove a counter from another creature you control: Put a +1/+1 counter on Hexavus.
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Hexbane Tortoise
( 3)
Creature — Turtle
(3/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) 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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Hexdrinker
( 1)
Creature — Snake
(2/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 3-7 4/4 Protection from instants LEVEL 8+ 6/6 Protection from everything
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Hexgold Halberd
( 2)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) During your turn, equipped creature has first strike and trample. Equip
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Hexgold Hoverwings
( 4)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature has flying. Creatures you control that are equipped get +1/+0. Equip
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Hexgold Slash
( 1)
Instant
Hexgold Slash deals 2 damage to target creature. If that creature has toxic, Hexgold Slash deals 4 damage to that creature instead.
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Hexgold Slith
( 2)
Creature — Slith
(2/1)
When Hexgold Slith enters, you get (two energy counters). Whenever Hexgold Slith attacks, you may pay . If you do, it gains first strike until end of turn. Whenever Hexgold Slith deals combat damage to a player, put a +1/+1 counter on it.
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Hexplate Wallbreaker
( 5)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +2/+2. Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase. Equip
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Hezrou
( 7)
Creature — Frog Demon
(6/6)
Whenever one or more creatures you control become blocked, each blocking creature gets -1/-1 until end of turn.
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Hidden Herbalists
( 2)
Creature — Human Druid
(2/2)
Revolt — When Hidden Herbalists enters, if a permanent you controlled left the battlefield this turn, add .
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Hidden Herd
( 1)
Enchantment
When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature.
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Hideous Fleshwheeler
( 0)
Creature — Phyrexian Rat
(4/5)
Menace (This creature can't be blocked except by two or more creatures.) When this creature transforms into Hideous Fleshwheeler, put target permanent card with mana value 2 or less from a graveyard onto the battlefield under your control.
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Hinterland Chef
( 3)
Creature — — Human Scout
(3/3)
When Hinterland Chef enters the battlefield, draft a card from Hinterland Chef's spellbook. It perpetually becomes a Food artifact in addition to its other types and perpetually gains ", , Sacrifice this creature: You gain 3 life."
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Hinterland Hermit
( 2)
Creature — Human Werewolf
(2/1)
At the beginning of each upkeep, if no spells were cast last turn, transform Hinterland Hermit.
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Hired Hexblade
( 2)
Creature — Elf Warlock
(2/2)
When Hired Hexblade enters, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
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Hish of the Snake Cult (playtest)
( 5)
Legendary Creature — — Snake
(2/5)
Nagas and Serpents you control are Snakes. (We'll errata this to be true.) Snakes you control have daunt, deathtouch, and poisonous 2. (A creature with daunt can't be blocked by creatures with power 2 or less. Whenever a creature with poisonous 2 deals combat damage to a player, that player gets two poison counters.)
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Hit the Mother Lode
( 7)
Sorcery
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Hive of the Eye Tyrant
( 0)
Land
If you control two or more other lands, Hive of the Eye Tyrant enters tapped. : Add . : Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
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Hiveheart Shaman
( 4)
Creature — Human Shaman
(3/5)
Whenever Hiveheart Shaman attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle. : Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.
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Hivis of the Scale
( 5)
Legendary Creature — Lizard Shaman
(3/4)
You may choose not to untap Hivis of the Scale during your untap step. : Gain control of target Dragon for as long as you control Hivis and Hivis remains tapped.
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Hold the Gates
( 3)
Enchantment
Creatures you control get +0/+1 for each Gate you control and have vigilance.
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Hold the Line
( 3)
Instant
Blocking creatures get +7/+7 until end of turn.
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Hollowborn Barghest
( 7)
Creature — Demon Dog
(7/6)
At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life. At the beginning of each opponent's upkeep, if that player has no cards in hand, they lose 2 life.
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Hollowhead Sliver
( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have ", Discard a card: Draw a card."
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Hollowhenge Huntmaster
( 0)
Creature — Werewolf
(6/6)
Hexproof Other permanents you control have hexproof. At the beginning of combat on your turn, put two +1/+1 counters on each creature you control. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Hollowhenge Overlord
( 6)
Creature — Wolf
(4/4)
Flash At the beginning of your upkeep, for each creature you control that's a Wolf or a Werewolf, create a 2/2 green Wolf creature token.
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Hollowhenge Scavenger
( 5)
Creature — Elemental
(4/5)
Morbid — When Hollowhenge Scavenger enters, if a creature died this turn, you gain 5 life.
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Hollowhenge Spirit
( 4)
Creature — Spirit
(2/2)
Flash (You may cast this spell any time you could cast an instant.) Flying When Hollowhenge Spirit enters, remove target attacking or blocking creature from combat.
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Hollowhenge Wrangler
( 5)
Creature — — Elemental
(6/6)
When Hollowhenge Wrangler enters the battlefield, seek a land card. Discard a land card: Conjure a card named Hollowhenge Beast into your hand. You may also activate this ability while Hollowhenge Wrangler is in your graveyard.
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Honeymoon Hearse
( 3)
Artifact — Vehicle
(5/5)
Trample Tap two untapped creatures you control: Honeymoon Hearse becomes an artifact creature until end of turn.
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Honor the Fallen
( 2)
Instant
Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way.
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Honor the God-Pharaoh
( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Honored Heirloom
( 3)
Artifact
: Add one mana of any color. , : Exile target card from a graveyard.
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Hoofprints of the Stag
( 2)
Kindred Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. , Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
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Horde Ambusher
( 2)
Creature — Human Berserker
(2/2)
Whenever Horde Ambusher blocks, it deals 1 damage to you. Morph—Reveal a red card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Horde Ambusher is turned face up, target creature can't block this turn.
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