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Absolute Grace
( 2)
Enchantment
All creatures have protection from black.
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Absolute Law
( 2)
Enchantment
All creatures have protection from red.
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Absolver Thrull
( 4)
Creature — Thrull Cleric
(2/3)
Haunt (When this creature dies, exile it haunting target creature.) When Absolver Thrull enters or the creature it haunts dies, destroy target enchantment.
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Absolving Lammasu
( 5)
Creature — Lammasu
(4/3)
Flying When Absolving Lammasu enters, all suspected creatures are no longer suspected. When Absolving Lammasu dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)
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Alharu, Solemn Ritualist
( 5)
Legendary Creature — Human Monk
(3/3)
When Alharu, Solemn Ritualist enters, put a +1/+1 counter on each of up to two other target creatures. Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying. Partner (You can have two commanders if both have partner.)
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Archon of Absolution
( 4)
Creature — Archon
(3/2)
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Ardent Soldier
( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If Ardent Soldier was kicked, it enters with a +1/+1 counter on it.
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Auton Soldier
( 6)
Artifact Creature — Alien Soldier
(0/0)
You may have Auton Soldier enter as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Avatar of the Resolute
( 2)
Creature — Avatar
(3/2)
Reach, trample Avatar of the Resolute enters with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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Battalion Foot Soldier
( 3)
Creature — Human Soldier
(2/2)
When Battalion Foot Soldier enters, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
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Bishop's Soldier
( 2)
Creature — Vampire Soldier
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Cartouche of Solidarity
( 1)
Enchantment — Aura Cartouche
Enchant creature you control When Cartouche of Solidarity enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
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Circle of Solace
( 4)
Enchantment
As Circle of Solace enters, choose a creature type. : The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
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City of Solitude
( 3)
Enchantment
Players can cast spells and activate abilities only during their own turns.
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Council of the Absolute
( 4)
Creature — Human Advisor
(2/4)
As Council of the Absolute enters, choose a noncreature, nonland card name. Your opponents can't cast spells with the chosen name. Spells with the chosen name you cast cost less to cast.
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Courageous Resolve
( 3)
Instant
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
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Cultist of the Absolute
( 1)
Legendary Enchantment — Background
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
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Desolation
( 3)
Enchantment
At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land of their choice. Desolation deals 2 damage to each player who sacrificed a Plains this way.
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Desolation Angel
( 5)
Creature — Angel
(5/4)
Kicker (You may pay an additional as you cast this spell.) Flying When Desolation Angel enters, destroy all lands you control. If it was kicked, destroy all lands instead.
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Desolation Twin
( 10)
Creature — Eldrazi
(10/10)
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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Dissolve
( 3)
Instant
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Djeru's Resolve
( 1)
Instant
Untap target creature. Prevent all damage that would be dealt to it this turn. Cycling (, Discard this card: Draw a card.)
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Dwarven Soldier
( 2)
Creature — Dwarf Soldier
(2/1)
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.
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Eternal Isolation
( 2)
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
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Ethereal Absolution
( 6)
Enchantment
Creatures you control get +1/+1. Creatures your opponents control get -1/-1. : Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.
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Fear of Isolation
( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Flailing Soldier
( 1)
Creature — Human Soldier
(2/2)
: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability.
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Frozen Solid
( 3)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. When enchanted creature is dealt damage, destroy it.
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Giant Solifuge
( 4)
Creature — Insect
(4/1)
( can be paid with either or .) Trample; haste; shroud (This creature can't be the target of spells or abilities.)
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Gideon's Resolve
( 5)
Enchantment
When Gideon's Resolve enters, you may search your library and/or graveyard for a card named Gideon, Martial Paragon, reveal it, and put it into your hand. If you search your library this way, shuffle. Creatures you control get +1/+1.
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Grip of Desolation
( 6)
Instant
Devoid (This card has no color.) Exile target creature and target land.
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Guardian of Solitude
( 2)
Creature — Spirit
(1/2)
Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn.
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Hero's Resolve
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+5.
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Ignoble Soldier
( 3)
Creature — Human Soldier
(3/1)
Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.
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Ink Dissolver
( 2)
Creature — Merfolk Wizard
(2/1)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent mills three cards.
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Insolence
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.
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Insolent Neonate
( 1)
Creature — Vampire
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice Insolent Neonate: Draw a card.
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Isolate
( 1)
Instant
Exile target permanent with mana value 1.
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Isolated Chapel
( 0)
Land
Isolated Chapel enters tapped unless you control a Plains or a Swamp. : Add or .
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Isolation Cell
( 4)
Artifact
Whenever an opponent casts a creature spell, that player loses 2 life unless they pay .
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Isolation Zone
( 4)
Enchantment
When Isolation Zone enters, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)
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Limits of Solidarity
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Cycling (, Discard this card: Draw a card.)
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Make Obsolete
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn.
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Marchesa, Resolute Monarch
( 0)
Legendary Creature — Human Noble
(3/6)
Menace, deathtouch Whenever Marchesa, Resolute Monarch attacks, remove all counters from up to one target permanent. At the beginning of your upkeep, if you haven't been dealt combat damage since your last turn, you draw a card and you lose 1 life.
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Mausoleum Guard
( 4)
Creature — Human Scout
(2/2)
When Mausoleum Guard dies, create two 1/1 white Spirit creature tokens with flying.
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Mausoleum Harpy
( 5)
Creature — Harpy
(3/3)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever another creature you control dies, if you have the city's blessing, put a +1/+1 counter on Mausoleum Harpy.
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Mausoleum Secrets
( 2)
Instant
Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.
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Mausoleum Turnkey
( 4)
Creature — Ogre Rogue
(3/2)
When Mausoleum Turnkey enters, return target creature card of an opponent's choice from your graveyard to your hand.
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Mausoleum Wanderer
( 1)
Creature — Spirit
(1/1)
Flying Whenever another Spirit you control enters, Mausoleum Wanderer gets +1/+1 until end of turn. Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays , where X is Mausoleum Wanderer's power.
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Merciless Resolve
( 3)
Instant
As an additional cost to cast this spell, sacrifice a creature or land. Draw two cards.
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Metathran Soldier
( 2)
Creature — Metathran Soldier
(1/1)
Metathran Soldier can't be blocked.
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Minthara of the Absolute
( 4)
Legendary Creature — — Elf Cleric
(2/4)
Starting intensity 0 Creatures you control get +X/+0, where X is Minthara of the Absolute's intensity. Whenever one or more permanents you control leave the battlefield, perpetually increase Minthara's intensity and the intensity of cards named Minthara of the Absolute in your hand, library, and graveyard by 1. This ability triggers only once each turn.
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Mortal's Resolve
( 2)
Instant
Target creature gets +1/+1 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Nahiri's Resolve
( 5)
Enchantment
Creatures you control get +1/+0 and have haste. At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
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Oversold Cemetery
( 2)
Enchantment
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.
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Radiant Solar
( 6)
Creature — Angel
(3/6)
Flying, lifelink Whenever Radiant Solar or another nontoken creature you control enters, venture into the dungeon. (Enter the first room or advance to the next room.) , Discard Radiant Solar: Venture into the dungeon and you gain 3 life.
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Resolute Archangel
( 7)
Creature — Angel
(4/4)
Flying When Resolute Archangel enters, if your life total is less than your starting life total, it becomes equal to your starting life total.
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Resolute Blademaster
( 5)
Creature — Human Soldier Ally
(2/2)
Rally — Whenever Resolute Blademaster or another Ally you control enters, creatures you control gain double strike until end of turn.
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Resolute Reinforcements
( 2)
Creature — Human Soldier
(1/1)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, create a 1/1 white Soldier creature token.
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Resolute Strike
( 1)
Instant
Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.
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Resolute Survivors
( 3)
Creature — Human Warrior
(3/3)
You may exert Resolute Survivors as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, Resolute Survivors deals 1 damage to each opponent and you gain 1 life.
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Resolute Veggiesaur
( 3)
Creature — Dinosaur Employee
(3/3)
Trample Whenever you roll your third die each turn, put a +1/+1 counter on Resolute Veggiesaur.
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Resolute Watchdog
( 1)
Creature — Dog
(1/3)
Defender , Sacrifice Resolute Watchdog: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Shu Soldier-Farmers
( 5)
Creature — Human Soldier
(2/4)
When Shu Soldier-Farmers enters, you gain 4 life.
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Sizzling Soloist
( 4)
Creature — Human Citizen
(3/2)
Alliance — Whenever another creature you control enters, target creature an opponent controls can't block this turn. If this is the second time this ability has resolved this turn, that creature attacks during its controller's next combat phase if able.
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Sol Grail
( 3)
Artifact
As Sol Grail enters, choose a color. : Add one mana of the chosen color.
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Solar Blaze
( 4)
Sorcery
Each creature deals damage to itself equal to its power.
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Solar Tide
( 6)
Sorcery
Choose one — • Destroy all creatures with power 2 or less. • Destroy all creatures with power 3 or greater. Entwine—Sacrifice two lands. (Choose both if you pay the entwine cost.)
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Solarion
( 7)
Artifact Creature — Construct
(0/0)
Sunburst (This enters with a +1/+1 counter on it for each color of mana spent to cast it.) : Double the number of +1/+1 counters on Solarion.
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Soldevi Adnate
( 2)
Creature — Human Cleric
(1/2)
, Sacrifice a black or artifact creature: Add an amount of equal to the sacrificed creature's mana value.
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Soldevi Digger
( 2)
Artifact
: Put the top card of your graveyard on the bottom of your library.
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Soldevi Golem
( 4)
Artifact Creature — Golem
(5/3)
Soldevi Golem doesn't untap during your untap step. At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem.
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Soldevi Heretic
( 3)
Creature — Human Cleric
(2/2)
, : Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.
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Soldevi Sage
( 2)
Creature — Human Wizard
(1/1)
, Sacrifice two lands: Draw three cards, then discard one of them.
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Soldevi Sentry
( 1)
Artifact Creature — Soldier
(1/1)
: Choose target opponent. Regenerate Soldevi Sentry. When it regenerates this way, that player may draw a card.
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Soldevi Simulacrum
( 4)
Artifact Creature — Soldier
(2/4)
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.) : Soldevi Simulacrum gets +1/+0 until end of turn.
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Soldevi Steam Beast
( 5)
Artifact Creature — Beast
(4/2)
Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. : Regenerate Soldevi Steam Beast.
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Soldier of Fortune
( 1)
Creature — Human Mercenary
(1/1)
, : Target player shuffles their library.
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Soldier of the Grey Host
( 4)
Creature — Spirit Soldier
(2/2)
Flash Flying When Soldier of the Grey Host enters, target creature gets +2/+0 until end of turn.
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