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Aerie Mystics
( 5)
Creature — Bird Wizard
(3/3)
Flying : Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
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Archelos, Lagoon Mystic
( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
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Battlewing Mystic
( 2)
Creature — Bird Wizard
(2/1)
Kicker (You may pay an additional as you cast this spell.) Flying When Battlewing Mystic enters, if it was kicked, discard your hand, then draw two cards.
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Dakra Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
, : Each player reveals the top card of their library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card.
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Frilled Mystic
( 4)
Creature — Elf Lizard Wizard
(3/2)
Flash When Frilled Mystic enters, you may counter target spell.
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Imoen, Mystic Trickster
( 3)
Legendary Creature — Human Rogue Wizard
(2/3)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
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Kitsune Mystic
( 4)
Creature — Fox Wizard
(2/3)
At the beginning of the end step, if Kitsune Mystic is enchanted by two or more Auras, flip it.
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Lotus-Eye Mystics
( 4)
Creature — Human Monk
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Lotus-Eye Mystics enters, return target enchantment card from your graveyard to your hand.
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Lunar Mystic
( 4)
Creature — Human Wizard
(2/2)
Whenever you cast an instant spell, you may pay . If you do, draw a card.
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Mischievous Mystic
( 2)
Creature — Human Wizard
(2/1)
Flying Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
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Murmuring Mystic
( 4)
Creature — Human Wizard
(1/5)
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
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Mystic Barrier
( 5)
Enchantment
When Mystic Barrier enters and at the beginning of your upkeep, choose left or right. Each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
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Mystic Compass
( 2)
Artifact
, : Target land becomes the basic land type of your choice until end of turn.
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Mystic Confluence
( 5)
Instant
Choose three. You may choose the same mode more than once. • Counter target spell unless its controller pays . • Return target creature to its owner's hand. • Draw a card.
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Mystic Crusader
( 3)
Creature — Human Nomad Mystic
(2/1)
Protection from black and from red Threshold — As long as seven or more cards are in your graveyard, Mystic Crusader gets +1/+1 and has flying.
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Mystic Decree
( 4)
World Enchantment
All creatures lose flying and islandwalk.
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Mystic Denial
( 3)
Instant
Counter target creature or sorcery spell.
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Mystic Doom Sandwich
( 0)
Stickers
2 — Lifelink 3 — This creature must be blocked if able. Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. 2 — 1/4 5 — 6/8
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Mystic Enforcer
( 4)
Creature — Human Nomad Mystic
(3/3)
Protection from black Threshold — As long as seven or more cards are in your graveyard, Mystic Enforcer gets +3/+3 and has flying.
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Mystic Familiar
( 2)
Creature — Bird
(1/2)
Flying Threshold — As long as seven or more cards are in your graveyard, Mystic Familiar gets +1/+1 and has protection from black.
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Mystic Forge
( 4)
Artifact
You may look at the top card of your library any time. You may cast artifact spells and colorless spells from the top of your library. , Pay 1 life: Exile the top card of your library.
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Mystic Genesis
( 5)
Instant
Counter target spell. Create an X/X green Ooze creature token, where X is that spell's mana value.
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Mystic Meditation
( 4)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card.
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Mystic Melting
( 4)
Instant
Destroy target artifact or enchantment. Draw a card at the beginning of the next turn's upkeep.
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Mystic Might
( 1)
Enchantment — Aura
Enchant land you control Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Enchanted land has ": Target creature gets +2/+2 until end of turn."
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Mystic Monstrosity
( 0)
Artifact Creature — Construct
(5/6)
Lands you control have ": Add one mana of any color."
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Mystic of the Hidden Way
( 5)
Creature — Human Monk
(3/2)
Mystic of the Hidden Way can't be blocked. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Mystic Peak
( 0)
Land
As Mystic Peak enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Mystic Penitent
( 1)
Creature — Human Nomad Mystic
(1/1)
Vigilance Threshold — As long as seven or more cards are in your graveyard, Mystic Penitent gets +1/+1 and has flying.
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Mystic Redaction
( 3)
Enchantment
At the beginning of your upkeep, scry 1. Whenever you discard a card, each opponent mills two cards. (They put the top two cards of their library into their graveyard.)
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Mystic Reflection
( 2)
Instant
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Mystic Remora
( 1)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
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Mystic Repeal
( 1)
Instant
Put target enchantment on the bottom of its owner's library.
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Mystic Restraints
( 4)
Enchantment — Aura
Flash Enchant creature When Mystic Restraints enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Mystic Retrieval
( 4)
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Mystic Sanctuary
( 0)
Land — Island
(: Add .) Mystic Sanctuary enters tapped unless you control three or more other Islands. When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
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Mystic Skyfish
( 3)
Creature — Fish
(3/1)
Whenever you draw your second card each turn, Mystic Skyfish gains flying until end of turn.
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Mystic Snake
( 4)
Creature — Snake
(2/2)
Flash When Mystic Snake enters, counter target spell.
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Mystic Speculation
( 1)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Mystic Subdual
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)
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Mystic Veil
( 2)
Enchantment — Aura
You may cast Mystic Veil as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.)
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Mystic Visionary
( 2)
Creature — Human Nomad Mystic
(2/1)
Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.
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Mystic Zealot
( 4)
Creature — Human Nomad Mystic
(2/4)
Threshold — As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.
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Mystical Dispute
( 3)
Instant
This spell costs less to cast if it targets a blue spell. Counter target spell unless its controller pays .
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Mystical Teachings
( 4)
Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Mystical Tether
( 3)
Enchantment
You may cast Mystical Tether as though it had flash if you pay more to cast it. When Mystical Tether enters, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
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Mystical Tutor
( 1)
Instant
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
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Rootwater Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Look at the top card of target player's library.
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Starfield Mystic
( 2)
Creature — Human Cleric
(2/2)
Enchantment spells you cast cost less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic.
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Stoneforge Mystic
( 2)
Creature — Kor Artificer
(1/2)
When Stoneforge Mystic enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle. , : You may put an Equipment card from your hand onto the battlefield.
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Taoist Mystic
( 3)
Creature — Human Mystic
(2/2)
Taoist Mystic can't be blocked by creatures with horsemanship.
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Tideshaper Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
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Towering-Wave Mystic
( 2)
Creature — Merfolk Wizard
(2/1)
Whenever Towering-Wave Mystic deals damage, target player mills that many cards.
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Treefolk Mystic
( 4)
Creature — Treefolk
(2/4)
Whenever Treefolk Mystic blocks or becomes blocked by a creature, destroy all Auras attached to that creature.
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Ulvenwald Mystics
( 4)
Creature — Human Shaman Werewolf
(3/3)
At the beginning of each upkeep, if no spells were cast last turn, transform Ulvenwald Mystics.
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Umara Mystic
( 3)
Creature — Merfolk Wizard
(1/3)
Flying Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
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Umbra Mystic
( 3)
Creature — Human Wizard
(2/2)
Auras attached to permanents you control have umbra armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.)
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Vineshaper Mystic
( 3)
Creature — Merfolk Shaman
(1/3)
When Vineshaper Mystic enters, put a +1/+1 counter on each of up to two target Merfolk you control.
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Vodalian Mystic
( 2)
Creature — Merfolk Wizard
(1/1)
: Target instant or sorcery spell becomes the color of your choice.
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