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Abandoned Campground
( 0)
Land
Abandoned Campground enters tapped unless a player has 13 or less life. : Add or .
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Another Round
( 3)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
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Battleground Geist
( 5)
Creature — Spirit
(3/3)
Flying Other Spirit creatures you control get +1/+0.
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Bonus Round
( 3)
Sorcery
Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.
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Ceremonial Groundbreaker
( 3)
Artifact — Equipment
Equipped creature gets +2/+1 and has trample. Equip Citizen Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Clowning Around
( 2)
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
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Contaminated Ground
( 2)
Enchantment — Aura
Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life.
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Devils' Playground
( 6)
Sorcery
Create four 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
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Dueling Grounds
( 3)
Enchantment
No more than one creature can attack each combat. No more than one creature can block each combat.
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Fairgrounds Patrol
( 2)
Creature — Human Soldier
(2/1)
, Exile Fairgrounds Patrol from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
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Fairgrounds Trumpeter
( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter.
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Fairgrounds Warden
( 3)
Creature — Dwarf Soldier
(1/3)
When Fairgrounds Warden enters, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.
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Familiar Ground
( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Fertile Ground
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Give No Ground
( 4)
Instant
Target creature gets +2/+6 until end of turn and can block any number of creatures this turn.
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Ground Assault
( 2)
Sorcery
Ground Assault deals damage to target creature equal to the number of lands you control.
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Ground Pounder
( 2)
Creature — Goblin Warrior
(2/2)
: Roll a six-sided die. Ground Pounder gets +X/+X until end of turn, where X is the result. Whenever you roll a 5 or higher on a die, Ground Pounder gains trample until end of turn.
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Ground Rift
( 1)
Sorcery
Target creature without flying can't block this turn. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Ground Seal
( 2)
Enchantment
When Ground Seal enters, draw a card. Cards in graveyards can't be the targets of spells or abilities.
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Groundbreaker
( 3)
Creature — Elemental
(6/1)
Trample, haste At the beginning of the end step, sacrifice Groundbreaker.
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Grounded
( 2)
Enchantment — Aura
Enchant creature Enchanted creature loses flying.
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Groundling Pouncer
( 2)
Creature — Faerie
(2/1)
: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying.
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Groundshaker Sliver
( 7)
Creature — Sliver
(5/5)
Sliver creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Groundskeeper
( 1)
Creature — Human Druid
(1/1)
: Return target basic land card from your graveyard to your hand.
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Groundswell
( 1)
Instant
Target creature gets +2/+2 until end of turn. Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
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Hallowed Ground
( 2)
Enchantment
: Return target nonsnow land you control to its owner's hand.
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High Ground
( 1)
Enchantment
Each creature you control can block an additional creature each combat.
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Hunting Grounds
( 2)
Enchantment
Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
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Merry-Go-Round (Merry-Go-Round (a))
( 0)
Artifact — Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) Lights — 2, 6
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Merry-Go-Round (Merry-Go-Round (b))
( 0)
Artifact — Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) Lights — 5, 6
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Mishra's Groundbreaker
( 4)
Artifact
, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. <I>(This effect lasts indefinitely.)</I>
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Raze to the Ground
( 3)
Sorcery
This spell can't be countered. Destroy target artifact. If its mana value was 1 or less, draw a card.
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Run Aground
( 4)
Instant
Put target artifact or creature on top of its owner's library.
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Sacred Ground
( 2)
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
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Spawning Grounds
( 8)
Enchantment — Aura
Enchant land Enchanted land has ": Create a 5/5 green Beast creature token with trample."
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Stomping Ground
( 0)
Land — Mountain Forest
(: Add or .) As Stomping Ground enters, you may pay 2 life. If you don't, it enters tapped.
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Surrounded by Orcs
( 4)
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +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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Threats Around Every Corner
( 4)
Enchantment
When Threats Around Every Corner enters, manifest dread. Whenever a face-down permanent you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Training Grounds
( 1)
Enchantment
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.
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Underground Mortuary
( 0)
Land — Swamp Forest
(: Add or .) Underground Mortuary enters tapped. When Underground Mortuary enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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