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Abzan Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Ancient Runes
( 3)
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they control.
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Aphetto Runecaster
( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Archmage of Runes
( 5)
Creature — Giant Wizard
(3/6)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.
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Bartel Runeaxe
( 6)
Legendary Creature — Giant Warrior
(6/5)
Vigilance Bartel Runeaxe can't be the target of Aura spells.
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Burning-Rune Demon
( 6)
Creature — Demon Berserker
(6/6)
Flying When Burning-Rune Demon enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
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Giver of Runes
( 1)
Creature — Kor Cleric
(1/2)
: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
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Inga Rune-Eyes
( 4)
Legendary Creature — Human Wizard
(3/3)
When Inga Rune-Eyes enters, scry 3. When Inga Rune-Eyes dies, draw three cards if three or more creatures died this turn.
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Jeskai Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has flying as long as you control a red or white permanent.
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Law-Rune Enforcer
( 1)
Creature — Human Soldier
(1/2)
, : Tap target creature with mana value 2 or greater.
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Mardu Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
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Mother of Runes
( 1)
Creature — Human Cleric
(1/1)
: Target creature you control gains protection from the color of your choice until end of turn.
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Read the Runes
( 1)
Instant
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.
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Rune of Flight
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Flight enters, draw a card. As long as enchanted permanent is a creature, it has flying. As long as enchanted permanent is an Equipment, it has "Equipped creature has flying."
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Rune of Might
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Might enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
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Rune of Mortality
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Mortality enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
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Rune of Protection: Artifacts
( 2)
Enchantment
: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Protection: Black
( 2)
Enchantment
: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Protection: Blue
( 2)
Enchantment
: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Protection: Green
( 2)
Enchantment
: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Protection: Lands
( 2)
Enchantment
: The next time a land source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Protection: Red
( 2)
Enchantment
: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Protection: White
( 2)
Enchantment
: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Cycling (, Discard this card: Draw a card.)
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Rune of Speed
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Speed enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
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Rune of Sustenance
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Sustenance enters, draw a card. As long as enchanted permanent is a creature, it has lifelink. As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
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Rune Snag
( 2)
Instant
Counter target spell unless its controller pays plus an additional for each card named Rune Snag in each graveyard.
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Runeboggle
( 3)
Instant
Counter target spell unless its controller pays . Draw a card.
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Rune-Brand Juggler
( 2)
Creature — Human Shaman
(2/2)
When Rune-Brand Juggler enters, suspect up to one target creature you control. (A suspected creature has menace and can't block.) , Sacrifice a suspected creature: Target creature gets -5/-5 until end of turn.
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Rune-Cervin Rider
( 4)
Creature — Elf Knight
(2/2)
Flying : Rune-Cervin Rider gets +1/+1 until end of turn.
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Runechanter's Pike
( 2)
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip
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Runed Arch
( 3)
Artifact
Runed Arch enters tapped. , , Sacrifice Runed Arch: X target creatures with power 2 or less can't be blocked this turn.
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Runed Crown
( 3)
Artifact — Equipment
When Runed Crown enters, you may search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield attached to Runed Crown. If you search your library this way, shuffle. Equipped creature gets +1/+1. Equip
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Runed Halo
( 2)
Enchantment
As Runed Halo enters, choose a card name. You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
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Runed Servitor
( 2)
Artifact Creature — Construct
(2/2)
When Runed Servitor dies, each player draws a card.
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Runed Stalactite
( 1)
Artifact — Equipment
Equipped creature gets +1/+1 and is every creature type. Equip
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Runed Terror (playtest)
( 6)
Artifact Creature — — Elemental Champion
(6/6)
Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.)
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Runeflare Trap
( 6)
Instant — Trap
If an opponent drew three or more cards this turn, you may pay rather than pay this spell's mana cost. Runeflare Trap deals damage to target player equal to the number of cards in that player's hand.
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Runeforge Champion
( 3)
Creature — Dwarf Warrior
(2/3)
When Runeforge Champion enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay rather than pay the mana cost for Rune spells you cast.
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Runehorn Hellkite
( 6)
Creature — Dragon
(5/5)
Flying , Exile Runehorn Hellkite from your graveyard: Each player discards their hand, then draws seven cards.
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Runes of the Deus
( 5)
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.) As long as enchanted creature is green, it gets +1/+1 and has trample.
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Rune-Scarred Demon
( 7)
Creature — Demon
(6/6)
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
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Rune-Sealed Wall
( 3)
Artifact Creature — Wall
(0/6)
Defender : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Runesword
( 6)
Artifact
, : Target attacking creature gets +2/+0 until end of turn. When that creature leaves the battlefield this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would die this turn, exile that creature instead.
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Runewing
( 4)
Creature — Bird
(2/2)
Flying When Runewing dies, draw a card.
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Spellrune Howler
( 0)
Creature — Werewolf
(3/4)
Whenever you cast an instant or sorcery spell, Spellrune Howler gets +2/+2 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Spellrune Painter
( 3)
Creature — Human Shaman Werewolf
(2/3)
Whenever you cast an instant or sorcery spell, Spellrune Painter gets +1/+1 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Sultai Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
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Temur Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
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Wall of Runes
( 1)
Creature — Wall
(0/4)
Defender (This creature can't attack.) When Wall of Runes enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Weathered Runestone
( 2)
Artifact
Nonland permanent cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
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Weed-Pruner Poplar
( 5)
Creature — Treefolk Assassin
(3/3)
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.
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