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Skyblade's Boon
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying. : Return Skyblade's Boon to its owner's hand. Activate only if Skyblade's Boon is on the battlefield or in your graveyard.
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Sky-Blessed Samurai
( 7)
Enchantment Creature — Human Samurai
(4/4)
This spell costs less to cast for each enchantment you control. Flying
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Skyblinder Staff
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and can't be blocked by creatures with flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Skyboon Evangelist
( 5)
Creature — Bird Advisor
(3/3)
Flying When Skyboon Evangelist enters, support 6. (Put a +1/+1 counter on each of up to six other target creatures.) Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn.
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Skycat Sovereign
( 2)
Creature — Elemental Cat
(1/1)
Flying Skycat Sovereign gets +1/+1 for each other creature you control with flying. : Create a 1/1 white Cat Bird creature token with flying.
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Skyclave Apparition
( 3)
Creature — Kor Spirit
(2/2)
When Skyclave Apparition enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less. When Skyclave Apparition leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
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Skyclave Cleric
( 2)
Creature — Kor Cleric
(1/3)
When Skyclave Cleric enters, you gain 2 life.
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Skyclave Geopede
( 3)
Creature — Insect
(3/1)
Trample Landfall — Whenever a land you control enters, Skyclave Geopede gets +2/+2 until end of turn.
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Skyclave Invader
( 0)
Creature — Phyrexian Merfolk Scout
(2/4)
Flying When this creature transforms into Skyclave Invader, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
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Skyclave Pick-Axe
( 1)
Artifact — Equipment
When Skyclave Pick-Axe enters, attach it to target creature you control. Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Skyclave Plunder
( 5)
Sorcery
Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Skyclave Relic
( 3)
Artifact
Kicker Indestructible When Skyclave Relic enters, if it was kicked, create two tapped tokens that are copies of Skyclave Relic. : Add one mana of any color.
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Skyclave Sentinel
( 3)
Artifact Creature — Gargoyle
(2/3)
Kicker (You may pay an additional as you cast this spell.) Flying, defender If Skyclave Sentinel was kicked, it enters with two +1/+1 counters on it. As long as Skyclave Sentinel has a +1/+1 counter on it, it can attack as though it didn't have defender.
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Skyclave Shade
( 2)
Creature — Shade
(3/1)
Kicker Skyclave Shade can't block. If Skyclave Shade was kicked, it enters with two +1/+1 counters on it. Landfall — Whenever a land you control enters, if Skyclave Shade is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
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Skyclave Shadowcat
( 4)
Creature — Cat Horror
(3/3)
, Sacrifice another creature: Put a +1/+1 counter on Skyclave Shadowcat. Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
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Skyclave Squid
( 2)
Creature — Squid
(3/2)
Defender Landfall — Whenever a land you control enters, Skyclave Squid can attack this turn as though it didn't have defender.
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Skyclaw Thrash
( 5)
Artifact Creature — Lizard Warrior
(4/4)
Whenever Skyclaw Thrash attacks, flip a coin. If you win the flip, Skyclaw Thrash gets +1/+1 and gains flying until end of turn.
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Sky-Eel School
( 5)
Creature — Fish
(3/3)
Flying When Sky-Eel School enters, draw a card, then discard a card.
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Skyfire Kirin
( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may gain control of target creature with that spell's mana value until end of turn.
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Skyfire Phoenix
( 4)
Creature — Phoenix
(3/3)
Flying, haste When you cast your commander, return Skyfire Phoenix from your graveyard to the battlefield.
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Skyfisher Spider
( 4)
Creature — Spider
(3/3)
Reach When Skyfisher Spider enters, you may sacrifice another creature. When you do, destroy target nonland permanent. When Skyfisher Spider dies, you may gain 1 life for each creature card in your graveyard. If you do, exile Skyfisher Spider from your graveyard.
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Skygames
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Target creature gains flying until end of turn. Activate only as a sorcery."
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Skyhunter Cub
( 3)
Creature — Cat Knight
(2/2)
As long as Skyhunter Cub is equipped, it gets +1/+1 and has flying.
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Skyhunter Patrol
( 4)
Creature — Cat Knight
(2/3)
Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.)
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Skyhunter Prowler
( 3)
Creature — Cat Knight
(1/3)
Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)
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Skyhunter Strike Force
( 3)
Creature — Cat Knight
(2/2)
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Lieutenant — As long as you control your commander, other creatures you control have melee.
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Skyknight Squire
( 2)
Creature — Cat Scout
(1/1)
Whenever another creature you control enters, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
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Skyknight Vanguard
( 2)
Creature — Human Knight
(1/2)
Flying Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that's tapped and attacking.
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Skylasher
( 2)
Creature — Insect
(2/2)
Flash This spell can't be countered. Reach, protection from blue
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Skyline Cascade
( 0)
Land
Skyline Cascade enters tapped. When Skyline Cascade enters, target creature an opponent controls doesn't untap during its controller's next untap step. : Add .
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Skyline Despot
( 7)
Creature — Dragon
(5/5)
Flying When Skyline Despot enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
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Skyline Predator
( 6)
Creature — Drake
(3/4)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Skyline Savior
( 3)
Creature — — Angel
(3/4)
Flying When Skyline Savior enters the battlefield, return a permanent you control to its owner's hand. If it's a non-Angel creature card, it perpetually gets +1/+1, gains flying, and becomes an Angel in addition to its other types.
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Skyline Scout
( 2)
Creature — Human Scout
(2/1)
Whenever Skyline Scout attacks, you may pay . If you do, it gains flying until end of turn.
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Skymarch Bloodletter
( 3)
Creature — Vampire Soldier
(2/2)
Flying When Skymarch Bloodletter enters, target opponent loses 1 life and you gain 1 life.
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Skymarcher Aspirant
( 1)
Creature — Vampire Soldier
(2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing.
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Skymark Roc
( 4)
Creature — Bird
(3/3)
Flying Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner's hand.
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Skyraker Giant
( 4)
Creature — Giant
(4/3)
Reach (This creature can block creatures with flying.)
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Skyreach Manta
( 5)
Artifact Creature — Fish
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.) Flying
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Skyreaping
( 2)
Sorcery
Skyreaping deals damage to each creature with flying equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
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Skyrider Elf
( 2)
Creature — Elf Warrior Ally
(0/0)
Flying Converge — Skyrider Elf enters with a +1/+1 counter on it for each color of mana spent to cast it.
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Skyrider Patrol
( 4)
Creature — Elf Scout
(2/3)
Flying At the beginning of combat on your turn, you may pay . When you do, put a +1/+1 counter on another target creature you control, and that creature gains flying until end of turn.
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Skyrider Trainee
( 5)
Creature — Human Soldier
(3/3)
Skyrider Trainee has flying as long as it's enchanted.
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Skyscanner
( 3)
Artifact Creature — Thopter
(1/1)
Flying When Skyscanner enters, draw a card.
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Skyscribing
( 2)
Sorcery
Each player draws X cards. Forecast — , Reveal Skyscribing from your hand: Each player draws a card. (Activate only during your upkeep and only once each turn.)
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Skyscythe Engulfer
( 6)
Creature — Phyrexian Beast
(6/5)
Reach, trample Skyscythe Engulfer can't be blocked by creatures with flying.
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Skyshaper
( 2)
Artifact
Sacrifice Skyshaper: Creatures you control gain flying until end of turn.
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Skyship Buccaneer
( 5)
Creature — Human Pirate
(4/3)
Flying Raid — When this creature enters, if you attacked this turn, draw a card.
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Skyship Plunderer
( 2)
Creature — Human Pirate
(2/1)
Flying Whenever Skyship Plunderer deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
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Skyship Stalker
( 4)
Creature — Cat Dragon
(3/3)
Flying : Skyship Stalker gets +1/+0 until end of turn. : Skyship Stalker gains first strike until end of turn. : Skyship Stalker gains haste until end of turn.
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Skyship Weatherlight
( 4)
Legendary Artifact
When Skyship Weatherlight enters, search your library for any number of artifact and/or creature cards, exile them, then shuffle. , : Choose a card at random that was exiled with Skyship Weatherlight. Put that card into its owner's hand.
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Skyshooter
( 2)
Creature — Centaur Archer
(1/2)
Reach (This creature can block creatures with flying.) , Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.
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Skyshroud Ambush
( 2)
Instant
Target creature you control fights target creature you don't control. When the creature you control wins the fight, draw a card.
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Skyshroud Archer
( 1)
Creature — Elf Archer
(1/1)
: Target creature with flying gets -1/-1 until end of turn.
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Skyshroud Behemoth
( 7)
Creature — Beast
(10/10)
Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Skyshroud Behemoth enters tapped.
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Skyshroud Blessing
( 2)
Instant
All lands gain shroud until end of turn. (They can't be the targets of spells or abilities.) Draw a card.
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Skyshroud Claim
( 4)
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
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Skyshroud Condor
( 2)
Creature — Bird
(2/2)
Cast this spell only if you've cast another spell this turn. Flying
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Skyshroud Cutter
( 4)
Creature — Beast
(2/2)
If you control a Forest, rather than pay this spell's mana cost, you may have each other player gain 5 life.
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Skyshroud Elite
( 1)
Creature — Elf
(1/1)
Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land.
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Skyshroud Lookout
( 2)
Creature — — Elf Archer
(1/1)
Reach When Skyshroud Lookout enters the battlefield, seek an Elf card.
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Skyshroud Ranger
( 1)
Creature — Elf Ranger
(1/1)
: You may put a land card from your hand onto the battlefield. Activate only as a sorcery.
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Skyshroud Ridgeback
( 1)
Creature — Beast
(2/3)
Fading 2 <I>(This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I>
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Skyshroud Sentinel
( 3)
Creature — Elf
(1/1)
When Skyshroud Sentinel enters, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, put them into your hand, then shuffle.
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Skyshroud Vampire
( 5)
Creature — Vampire
(3/3)
Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.
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Skyshroud War Beast
( 2)
Creature — Beast
(*/*)
Trample As Skyshroud War Beast enters, choose an opponent. Skyshroud War Beast's power and toughness are each equal to the number of nonbasic lands the chosen player controls.
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Skyskipper Duo
( 5)
Creature — Bird Frog
(3/3)
Flying When Skyskipper Duo enters, exile up to one other target creature you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Skysnare Spider
( 6)
Creature — Spider
(6/6)
Vigilance (Attacking doesn't cause this creature to tap.) Reach (This creature can block creatures with flying.)
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Skysovereign, Consul Flagship
( 5)
Legendary Artifact — Vehicle
(6/5)
Flying Whenever Skysovereign, Consul Flagship enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Skyspear Cavalry
( 5)
Creature — Human Soldier
(2/2)
Flying Double strike (This creature deals both first-strike and regular combat damage.)
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Skystreamer
( 5)
Creature — Griffin
(3/2)
Assist (Another player can pay up to of this spell's cost.) Flying When Skystreamer enters, target player gains 4 life.
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Skystrike Officer
( 3)
Creature — Human Soldier
(2/3)
Flying Whenever Skystrike Officer attacks, create a 1/1 colorless Soldier artifact creature token. Tap three untapped Soldiers you control: Draw a card.
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Skyswimmer Koi
( 4)
Creature — Fish
(3/3)
Flying Whenever an artifact you control enters, you may draw a card. If you do, discard a card.
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Skyward Eye Prophets
( 6)
Creature — Human Wizard
(3/3)
Vigilance : Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand.
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Skywarp Skaab
( 5)
Creature — Zombie Drake
(2/5)
Flying When Skywarp Skaab enters, you may exile two creature cards from your graveyard. If you do, draw a card.
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Skywatcher Adept
( 1)
Creature — Merfolk Wizard
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 Flying LEVEL 3+ 4/2 Flying
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Skyway Robber
( 4)
Creature — Bird Rogue
(3/3)
Flying Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Skyway Robber escapes with "Whenever Skyway Robber deals combat damage to a player, you may cast an artifact, instant, or sorcery spell from among cards exiled with Skyway Robber without paying its mana cost."
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Skyway Sniper
( 1)
Creature — Elf Archer
(1/2)
Reach (This creature can block creatures with flying.) : Skyway Sniper deals 1 damage to target creature with flying.
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Skywhaler's Shot
( 3)
Instant
Destroy target creature with power 3 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Skywinder Drake
( 3)
Creature — Drake
(3/1)
Flying Skywinder Drake can block only creatures with flying.
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Skywing Aven
( 3)
Creature — Bird Soldier
(2/1)
Flying Discard a card: Return Skywing Aven to its owner's hand.
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Skywise Teachings
( 4)
Enchantment
Whenever you cast a noncreature spell, you may pay . If you do, create a 2/2 blue Djinn Monk creature token with flying.
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Suppressor Skyguard
( 4)
Creature — Human Knight
(2/4)
Flying Whenever a player attacks you, if that player has another opponent who isn't being attacked, prevent all combat damage that would be dealt to you this combat.
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Svyelun of Sea and Sky
( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Talrand, Sky Summoner
( 4)
Legendary Creature — Merfolk Wizard
(2/2)
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
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Tangled Skyline
( 5)
Enchantment
When Tangled Skyline enters, you gain 5 life and incubate 5. (Create an Incubator token with five +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control have reach.
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