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Astral Steel
( 3)
Instant
Target creature gets +1/+2 until end of 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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Auriok Steelshaper
( 2)
Creature — Human Soldier
(1/1)
Equip costs you pay cost less. As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.
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Blazing Sunsteel
( 2)
Artifact — Equipment
Equipped creature gets +1/+0 for each opponent you have. Whenever equipped creature is dealt damage, it deals that much damage to any target. Equip
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Blightsteel Colossus
( 12)
Artifact Creature — Phyrexian Golem
(11/11)
Trample, infect, indestructible If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.
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Cloudsteel Kirin
( 3)
Artifact Creature — Equipment Kirin
(3/2)
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Coldsteel Heart
( 2)
Snow Artifact
Coldsteel Heart enters tapped. As Coldsteel Heart enters, choose a color. : Add one mana of the chosen color.
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Darksteel Axe
( 1)
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +2/+0. Equip
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Darksteel Brute
( 2)
Artifact
Indestructible (Damage and effects that say "destroy" don't destroy this artifact.) : Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.
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Darksteel Colossus
( 11)
Artifact Creature — Golem
(11/11)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Indestructible (Damage and effects that say "destroy" don't destroy this creature.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
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Darksteel Forge
( 9)
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
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Darksteel Gargoyle
( 7)
Artifact Creature — Gargoyle
(3/3)
Flying Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
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Darksteel Garrison
( 2)
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
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Darksteel Ingot
( 3)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) : Add one mana of any color.
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Darksteel Juggernaut
( 5)
Artifact Creature — Juggernaut
(*/*)
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. Darksteel Juggernaut attacks each combat if able.
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Darksteel Monolith
( 8)
Artifact
Indestructible Once each turn, you may pay rather than pay the mana cost for a colorless spell you cast from your hand.
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Darksteel Mutation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
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Darksteel Myr
( 3)
Artifact Creature — Myr
(0/1)
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Pendant
( 2)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) , : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Darksteel Plate
( 3)
Artifact — Equipment
Indestructible Equipped creature has indestructible. Equip
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Darksteel Reactor
( 4)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game.
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Darksteel Relic
( 0)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.)
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Darksteel Sentinel
( 6)
Artifact Creature — Golem
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Vigilance Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Darksteel Splicer
( 7)
Creature — Phyrexian Artificer
(1/1)
Whenever Darksteel Splicer or another nontoken Phyrexian you control enters, create X 3/3 colorless Phyrexian Golem artifact creature tokens, where X is the number of opponents you have. Golems you control have indestructible.
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Dreams of Steel and Oil
( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it, then choose an artifact or creature card from their graveyard. Exile the chosen cards.
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Moltensteel Dragon
( 6)
Artifact Creature — Phyrexian Dragon
(4/4)
( can be paid with either or 2 life.) Flying : Moltensteel Dragon gets +1/+0 until end of turn.
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Paladin Danse, Steel Maverick
( 3)
Legendary Artifact Creature — Synth Knight
(3/3)
Vigilance, lifelink Exile Paladin Danse, Steel Maverick: Each creature you control that's an artifact or Human gains indestructible until end of turn.
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Prava of the Steel Legion
( 3)
Legendary Creature — Cat Soldier
(1/4)
During your turn, creature tokens you control get +1/+4. : Create a 1/1 white Soldier creature token. Partner (You can have two commanders if both have partner.)
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Puresteel Angel (playtest)
( 8)
Artifact Creature — — Angel
(4/4)
Flying, indestructible When CARDNAME enters the battlefield, exile all artifacts that aren't colorless. Whenever CARDNAME deals combat damage to a player, you get an emblem with "If you would lose the game, instead your life total becomes 20, shuffle your graveyard into your library, you lose all poison counters, and you lose this emblem."
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Puresteel Paladin
( 2)
Creature — Human Knight
(2/2)
Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
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Ritual of Steel
( 3)
Enchantment — Aura
Enchant creature When Ritual of Steel enters, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +0/+2.
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Sarinth Steelseeker
( 2)
Creature — Human Artificer Scout
(1/2)
Whenever an artifact you control enters, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Scrapyard Steelbreaker
( 4)
Artifact Creature — Human Warrior
(3/4)
, Sacrifice another artifact: Scrapyard Steelbreaker gets +2/+1 until end of turn.
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Sculpting Steel
( 3)
Artifact
You may have Sculpting Steel enter as a copy of any artifact on the battlefield.
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Spectral Steel
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. , Exile Spectral Steel from your graveyard: Return another target Aura or Equipment card from your graveyard to your hand.
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Sphinx of the Steel Wind
( 8)
Artifact Creature — Sphinx
(6/6)
Flying, first strike, vigilance, lifelink, protection from red and from green
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Steel Dromedary
( 3)
Artifact Creature — Camel
(2/2)
Steel Dromedary enters tapped with two +1/+1 counters on it. Steel Dromedary doesn't untap during your untap step if it has a +1/+1 counter on it. At the beginning of combat on your turn, you may move a +1/+1 counter from Steel Dromedary onto target creature.
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Steel Exemplar
( 5)
Artifact Creature — Wizard
(4/4)
Trample Steel Exemplar enters with two +1/+1 counters on it unless two or more colors of mana were spent to cast it.
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Steel Golem
( 3)
Artifact Creature — Golem
(3/4)
You can't cast creature spells.
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Steel Hellkite
( 6)
Artifact Creature — Dragon
(5/5)
Flying : This creature gets +1/+0 until end of turn. : Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
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Steel Leaf Champion
( 3)
Creature — Elf Knight
(5/4)
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
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Steel Leaf Paladin
( 6)
Creature — Elf Knight
(4/4)
First strike When Steel Leaf Paladin enters, return a green or white creature you control to its owner's hand.
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Steel of the Godhead
( 3)
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
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Steel Overseer
( 2)
Artifact Creature — Construct
(1/1)
: Put a +1/+1 counter on each artifact creature you control.
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Steel Sabotage
( 1)
Instant
Choose one — • Counter target artifact spell. • Return target artifact to its owner's hand.
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Steel Seraph
( 6)
Artifact Creature — Angel
(5/4)
Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Steel Squirrel
( 2)
Artifact Creature — Squirrel
(1/1)
Whenever you roll a 5 or higher on a die, Steel Squirrel gets +X/+X until end of turn, where X is the result. : Roll a six-sided die.
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Steel Wall
( 1)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.)
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Steelbane Hydra
( 2)
Creature — Turtle Hydra
(0/0)
Steelbane Hydra enters with X +1/+1 counters on it. , Remove a +1/+1 counter from Steelbane Hydra: Destroy target artifact or enchantment.
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Steelburr Champion
( 3)
Creature — Mouse Soldier
(1/1)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature.
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Steelclad Serpent
( 6)
Artifact Creature — Serpent
(4/5)
Steelclad Serpent can't attack unless you control another artifact.
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Steelclad Spirit
( 2)
Creature — Spirit
(3/3)
Defender Whenever an enchantment you control enters, Steelclad Spirit can attack this turn as though it didn't have defender.
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Steelclaw Lance
( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Equip Knight Equip
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Steelfin Whale
( 6)
Creature — Whale
(3/4)
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Whenever an artifact you control enters, untap Steelfin Whale.
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Steelform Sliver
( 3)
Creature — Sliver
(2/2)
Sliver creatures you control get +0/+1.
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Steelgaze Griffin
( 5)
Creature — Griffin
(2/4)
Flying Whenever you draw your second card each turn, Steelgaze Griffin gets +2/+0 until end of turn.
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Steeling Stance
( 3)
Instant
Creatures you control get +1/+1 until end of turn. Forecast — , Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Activate only during your upkeep and only once each turn.)
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Steel-Plume Marshal
( 5)
Creature — Bird Soldier
(3/3)
Flying Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
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Steelshaper's Gift
( 1)
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
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Steely Resolve
( 2)
Enchantment
As Steely Resolve enters, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
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Sword of Sinew and Steel
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip
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Tempered Steel
( 3)
Enchantment
Artifact creatures you control get +2/+2.
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The Prydwen, Steel Flagship
( 6)
Legendary Artifact — Vehicle
(6/6)
Flying Whenever another nontoken artifact enters under your control, create a 2/2 white Human Knight creature token with "This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn." Crew 2
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Thundersteel Colossus
( 7)
Artifact — Vehicle
(7/7)
Trample, haste Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Whispersteel Dagger
( 3)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell. Equip
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Wyleth, Soul of Steel
( 3)
Legendary Creature — Human Warrior
(2/2)
Trample Whenever Wyleth, Soul of Steel attacks, draw a card for each Aura and Equipment attached to it.
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Yavimaya Steelcrusher
( 2)
Creature — Ape Warrior
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) , Sacrifice Yavimaya Steelcrusher: Destroy target artifact.
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Zamriel, Seraph of Steel
( 4)
Legendary Creature — Angel
(3/4)
Flying During your turn, equipped creatures you control have indestructible.
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