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Academy Manufactor
( 3)
Artifact Creature — Assembly-Worker
(1/3)
If you would create a Clue, Food, or Treasure token, instead create one of each.
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Acrobatic Maneuver
( 3)
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.
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Adamant Will
( 2)
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Aerial Maneuver
( 2)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Aggressive Biomancy
( 2)
Sorcery
Create X tokens that are copies of target creature you control, except they have "When this creature enters, it fights up to one target creature you don't control."
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Ajani Goldmane
( 4)
Legendary Planeswalker — Ajani
(4)
+1: You gain 2 life. −1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. −6: Create a white Avatar creature token. It has "This creature's power and toughness are each equal to your life total."
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Ajani's Mantra
( 2)
Enchantment
At the beginning of your upkeep, you may gain 1 life.
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Ambuscade Shaman
( 3)
Creature — Orc Shaman
(2/2)
Whenever Ambuscade Shaman or another creature you control enters, that creature gets +2/+2 until end of turn. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush Commander
( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands. , Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
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Anaba Shaman
( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Applied Biomancy
( 2)
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
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Apprentice Necromancer
( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
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Archaeomancer
( 4)
Creature — Human Wizard
(1/2)
When Archaeomancer enters, return target instant or sorcery card from your graveyard to your hand.
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Archaeomancer's Map
( 3)
Artifact
When Archaeomancer's Map enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
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Ardent Electromancer
( 3)
Creature — Human Wizard
(3/2)
When Ardent Electromancer enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Artful Maneuver
( 2)
Instant
Target creature gets +2/+2 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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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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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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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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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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Auramancer
( 3)
Creature — Human Wizard
(2/2)
When Auramancer enters, you may return target enchantment card from your graveyard to your hand.
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Auramancer's Guise
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
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Austere Command
( 6)
Sorcery
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.
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Aven Mimeomancer
( 3)
Creature — Bird Wizard
(3/1)
Flying At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.
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Azusa's Many Journeys
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — You may play an additional land this turn. II — You gain 3 life. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Balduvian Shaman
( 1)
Creature — Human Cleric Shaman
(1/1)
: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. (For example, you may change "black creatures can't attack" to "blue creatures can't attack.") That enchantment gains "Cumulative upkeep ." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
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Battle-Rattle Shaman
( 4)
Creature — Goblin Shaman
(2/2)
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
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Benalish Commander
( 4)
Creature — Human Soldier
(*/*)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X—. X can't be 0. Whenever a time counter is removed from Benalish Commander while it's exiled, create a 1/1 white Soldier creature token.
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Benthic Biomancer
( 1)
Creature — Merfolk Wizard Mutant
(1/1)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Benthic Biomancer, draw a card, then discard a card.
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Biomancer's Familiar
( 2)
Creature — Mutant
(2/2)
Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana. : The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.
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Biomantic Mastery
( 7)
Sorcery
Draw a card for each creature target player controls, then draw a card for each creature another target player controls.
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Blademane Baku
( 2)
Creature — Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Blademane Baku. , Remove X ki counters from Blademane Baku: For each counter removed, Blademane Baku gets +2/+0 until end of turn.
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Blaze Commando
( 5)
Creature — Minotaur Soldier
(5/3)
Whenever an instant or sorcery spell you control deals damage, create two 1/1 red and white Soldier creature tokens with haste.
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Blighted Shaman
( 2)
Creature — Human Cleric Shaman
(1/1)
, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. , Sacrifice a creature: Target creature gets +2/+2 until end of turn.
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Blisterstick Shaman
( 3)
Creature — Goblin Shaman
(2/1)
When Blisterstick Shaman enters, it deals 1 damage to any target.
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Bloodline Necromancer
( 5)
Creature — Vampire Wizard
(3/2)
Lifelink When Bloodline Necromancer enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
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Bloodline Shaman
( 2)
Creature — Elf Wizard Shaman
(1/1)
: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard.
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Bone Shaman
( 4)
Creature — Giant Shaman
(3/3)
: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn."
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Boneclad Necromancer
( 5)
Creature — Human Wizard
(3/3)
When Boneclad Necromancer enters, you may exile target creature card from a graveyard. If you do, create a 2/2 black Zombie creature token.
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Bottle of Suleiman
( 4)
Artifact
, Sacrifice Bottle of Suleiman: Flip a coin. If you win the flip, create a 5/5 colorless Djinn artifact creature token with flying. If you lose the flip, Bottle of Suleiman deals 5 damage to you.
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Brass Man
( 1)
Artifact Creature — Construct
(1/3)
Brass Man doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap Brass Man.
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Burning-Tree Shaman
( 3)
Creature — Centaur Shaman
(3/4)
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.
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Cao Ren, Wei Commander
( 4)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Cao Ren, Wei Commander enters, you lose 3 life.
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Captain's Maneuver
( 2)
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
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Cathar Commando
( 2)
Creature — Human Soldier
(3/1)
Flash (You may cast this spell any time you could cast an instant.) , Sacrifice this creature: Destroy target artifact or enchantment.
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Celestial Mantle
( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.
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Chamber of Manipulation
( 4)
Enchantment — Aura
Enchant land Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
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Chandra, Bold Pyromancer
( 6)
Legendary Planeswalker — Chandra
(5)
+1: Add . Chandra, Bold Pyromancer deals 2 damage to target player. −3: Chandra, Bold Pyromancer deals 3 damage to target creature or planeswalker. −7: Chandra, Bold Pyromancer deals 10 damage to target player and each creature and planeswalker they control.
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Chandra, Novice Pyromancer
( 4)
Legendary Planeswalker — Chandra
(5)
+1: Elementals you control get +2/+0 until end of turn. −1: Add . −2: Chandra, Novice Pyromancer deals 2 damage to any target.
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Chea, Friend to Maybe Too Many (playtest)
( 4)
Legendary Creature — — Human Wizard
(2/4)
Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.) : Add X and each opponent loses X life, where X is the number of familiars you control.
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Cho-Manno, Revolutionary
( 4)
Legendary Creature — Human Rebel
(2/2)
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.
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Cho-Manno's Blessing
( 2)
Enchantment — Aura
Flash Enchant creature As Cho-Manno's Blessing enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.
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Cinder Pyromancer
( 3)
Creature — Elemental Shaman
(0/1)
: Cinder Pyromancer deals 1 damage to target player or planeswalker. Whenever you cast a red spell, you may untap Cinder Pyromancer.
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Clamor Shaman
( 3)
Creature — Goblin Shaman
(1/1)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever Clamor Shaman attacks, target creature an opponent controls can't block this turn.
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Clever Lumimancer
( 1)
Creature — Human Wizard
(0/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Clever Lumimancer gets +2/+2 until end of turn.
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Command Beacon
( 0)
Land
: Add . , Sacrifice Command Beacon: Put your commander into your hand from the command zone.
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Command of Unsummoning
( 3)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Return one or two target attacking creatures to their owner's hand.
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Command Performance
( 2)
Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get . • You may put a sticker on a nonland permanent you own.
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Command the Chaff (playtest)
( 6)
Instant
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost. Exile CARDNAME.
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Command the Dreadhorde
( 6)
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.
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Command Tower
( 0)
Land
: Add one mana of any color in your commander's color identity.
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Commandeer
( 7)
Instant
You may exile two blue cards from your hand rather than pay this spell's mana cost. Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
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Commander Eesha
( 4)
Legendary Creature — Bird Soldier
(2/4)
Flying, protection from creatures
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Commander Greven il-Vec
( 6)
Legendary Creature — Phyrexian Human Warrior
(7/5)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When Commander Greven il-Vec enters, sacrifice a creature.
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Commander Liara Portyr
( 5)
Legendary Creature — Human Soldier
(5/3)
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
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Commander Mustard
( 5)
Legendary Creature — Human Soldier
(5/5)
Vigilance Other Soldiers you control have vigilance, trample, and haste. : Until end of turn, Soldiers you control gain "Whenever this creature attacks, it deals 1 damage to defending player."
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Commander Sofia Daguerre
( 4)
Legendary Creature — Human Pilot
(1/3)
Flash Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Commander's Authority
( 5)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
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Commander's Insight
( 3)
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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Commander's Insignia
( 4)
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
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Commander's Plate
( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander Equip
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Commander's Sphere
( 3)
Artifact
: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card.
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Commanding Presence
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
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Commando Raid
( 3)
Instant
Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls."
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Company Commander
( 4)
Creature — Human Soldier
(2/4)
Command Section — When Company Commander enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have. Bring it Down — Whenever Company Commander attacks, creatures you control gain deathtouch until end of turn.
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Conjurer's Mantle
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip
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Conquering Manticore
( 6)
Creature — Manticore
(5/5)
Flying When Conquering Manticore enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Coralhelm Commander
( 2)
Creature — Merfolk Soldier
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
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Countermand
( 4)
Instant
Counter target spell. Its controller mills four cards.
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Crimson Manticore
( 4)
Creature — Manticore
(2/2)
Flying , : Crimson Manticore deals 1 damage to target attacking or blocking creature.
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Cryptic Command
( 4)
Instant
Choose two — • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.
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Cunning Lethemancer
( 3)
Creature — Human Wizard
(2/2)
At the beginning of your upkeep, each player discards a card.
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Cutthroat Maneuver
( 4)
Instant
Up to two target creatures each get +1/+1 and gain lifelink until end of turn.
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Cyberman Patrol
( 2)
Artifact Creature — Cyberman
(2/2)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
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Cyclops Electromancer
( 5)
Creature — Cyclops Wizard
(4/2)
When Cyclops Electromancer enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Cytoplast Manipulator
( 4)
Creature — Human Wizard Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) , : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
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Daghatar the Adamant
( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar the Adamant enters with four +1/+1 counters on it. : Move a +1/+1 counter from target creature onto a second target creature.
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Dance of Many
( 2)
Enchantment
When Dance of Many enters, create a token that's a copy of target nontoken creature. When Dance of Many leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
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Dance of the Manse
( 2)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
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