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Trusted Advisor
( 1)
Creature — Human Advisor
(1/2)
Your maximum hand size is increased by two. At the beginning of your upkeep, return a blue creature you control to its owner's hand.
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Trusted Forcemage
( 3)
Creature — Human Shaman
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Trusted Forcemage is paired with another creature, each of those creatures gets +1/+1.
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Trusted Pegasus
( 3)
Creature — Pegasus
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.
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Trustworthy Scout
( 2)
Creature — Human Scout
(2/2)
, Exile Trustworthy Scout from your graveyard: Search your library for a card named Trustworthy Scout, reveal it, put it into your hand, then shuffle.
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Trusty Companion
( 2)
Creature — Hyena
(3/2)
Vigilance Trusty Companion can't attack alone.
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Trusty Machete
( 1)
Artifact — Equipment
Equipped creature gets +2/+1. Equip
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Trusty Packbeast
( 3)
Creature — Beast
(2/3)
When Trusty Packbeast enters, return target artifact card from your graveyard to your hand.
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Trusty Retriever
( 4)
Creature — Dog
(2/3)
When Trusty Retriever enters, choose one — • Put a +1/+1 counter on Trusty Retriever. • Return target artifact or enchantment card from your graveyard to your hand.
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Truth or Consequences
( 4)
Sorcery
Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote.
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Truth or Dare (playtest)
( 3)
Sorcery
Target opponent chooses one — • Truth — That player plays with their hand revealed for the rest of the game. • Dare — Mill all but the bottom ten cards of that player's library. (To mill, put the top card of that library into its owner's graveyard.)
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Truth or Tale
( 2)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.
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Trygon Predator
( 3)
Creature — Beast
(2/3)
Flying Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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Trygon Prime
( 4)
Creature — Tyranid
(4/4)
Subterranean Assault — Whenever Trygon Prime attacks, put a +1/+1 counter on it and a +1/+1 counter on up to one other target attacking creature. That creature can't be blocked this turn.
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Trynn, Champion of Freedom
( 4)
Legendary Creature — Human Soldier
(3/3)
Partner with Silvar, Devourer of the Free (When this creature enters, target player may put Silvar into their hand from their library, then shuffle.) At the beginning of your end step, if you attacked this turn, create a 1/1 white Human Soldier creature token.
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Tsabo Tavoc
( 7)
Legendary Creature — Phyrexian Horror
(7/4)
First strike, protection from legendary creatures , : Destroy target legendary creature. It can't be regenerated.
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Tsabo's Assassin
( 4)
Creature — Phyrexian Zombie Assassin
(1/1)
: Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated.
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Tsabo's Decree
( 6)
Instant
Choose a creature type. Target player reveals their hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.
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Tsabo's Web
( 2)
Artifact
When Tsabo's Web enters, draw a card. Each land with an activated ability that isn't a mana ability doesn't untap during its controller's untap step.
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Tug of War
( 5)
Sorcery
Players play a subgame starting at 5 life and with up to three permanent cards with different names from their main-game library on the battlefield. As the subgame ends, the winner chooses one of the cards they put onto the battlefield as the subgame began and puts it onto the battlefield rather than shuffling it into their library.
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Tuinvale Guide
( 4)
Creature — Faerie Scout
(2/3)
Flying Celebration — Tuinvale Guide gets +1/+0 and has lifelink as long as two or more nonland permanents entered the battlefield under your control this turn.
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Tukatongue Thallid
( 1)
Creature — Fungus
(1/1)
When Tukatongue Thallid dies, create a 1/1 green Saproling creature token.
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Tuktuk Grunts
( 5)
Creature — Goblin Warrior Ally
(2/2)
Haste Whenever Tuktuk Grunts or another Ally you control enters, you may put a +1/+1 counter on Tuktuk Grunts.
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Tuktuk Rubblefort
( 3)
Creature — Wall
(0/3)
Defender, reach Creatures you control have haste.
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Tuktuk Scrapper
( 4)
Creature — Goblin Artificer Ally
(2/2)
Whenever Tuktuk Scrapper or another Ally you control enters, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage to that artifact's controller equal to the number of Allies you control.
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Tuktuk the Explorer
( 3)
Legendary Creature — Goblin
(1/1)
Haste When Tuktuk the Explorer dies, create Tuktuk the Returned, a legendary 5/5 colorless Goblin Golem artifact creature token.
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Tumble Magnet
( 3)
Artifact
Tumble Magnet enters with three charge counters on it. , Remove a charge counter from Tumble Magnet: Tap target artifact or creature.
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Tundra
( 0)
Land — Plains Island
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Tundra Kavu
( 3)
Creature — Kavu
(2/2)
: Target land becomes a Plains or an Island until end of turn.
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Tundra Wolves
( 1)
Creature — Wolf
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)
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Tunnel
( 1)
Instant
Destroy target Wall. It can't be regenerated.
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Tunnel Ignus
( 2)
Creature — Elemental
(2/1)
Whenever a land enters under an opponent's control, if that player had another land enter the battlefield under their control this turn, Tunnel Ignus deals 3 damage to that player.
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Ticket Booth // Tunnel of Hate (Tunnel of Hate)
( 6)
Enchantment — Room
Whenever you attack, target attacking creature gains double strike until end of turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Tunnel of Love (Tunnel of Love (a))
( 0)
Artifact — Attraction
Visit — Choose an opponent. They choose a creature they control, then you choose a creature you control. You may exile the chosen creatures. If you do, return them to the battlefield under their owners' control at the beginning of the next end step. Otherwise, the chosen creatures fight each other. Lights — 2, 6
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Tunnel of Love (Tunnel of Love (b))
( 0)
Artifact — Attraction
Visit — Choose an opponent. They choose a creature they control, then you choose a creature you control. You may exile the chosen creatures. If you do, return them to the battlefield under their owners' control at the beginning of the next end step. Otherwise, the chosen creatures fight each other. Lights — 3, 6
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Tunnel Surveyor
( 3)
Creature — Human Detective
(2/2)
When Tunnel Surveyor enters, create a 1/1 white Glimmer enchantment creature token.
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Tunnel Tipster
( 2)
Creature — Mole Scout
(1/1)
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on Tunnel Tipster. : Add .
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Tunnel Vision
( 6)
Sorcery
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles.
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Tunneler Wurm
( 8)
Creature — Wurm
(6/6)
Discard a card: Regenerate Tunneler Wurm.
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Tunneling Geopede
( 3)
Creature — Insect
(3/2)
Landfall — Whenever a land you control enters, Tunneling Geopede deals 1 damage to each opponent.
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Tura Kennerüd, Skyknight
( 5)
Legendary Creature — Human Knight
(3/3)
Flying Whenever you cast an instant or sorcery spell, create a 1/1 white Soldier creature token.
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Turbo-Thwacking Auto-Hammer
( 0)
Artifact — Contraption
Whenever you crank Turbo-Thwacking Auto-Hammer, target creature gains double strike until end of turn.
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Turbulent Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target nonland permanents to their owners' hands.
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Turf War
( 5)
Enchantment
When Turf War enters, for each player, put a contested counter on target land that player controls. Whenever a creature deals combat damage to a player, if that player controls one or more lands with contested counters on them, that creature's controller gains control of one of those lands of their choice and untaps it.
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Turf Wound
( 3)
Instant
Target player can't play lands this turn. Draw a card.
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Turn // Burn (Turn)
( 3)
Instant
Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.)
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Turn Against
( 5)
Instant
Devoid (This card has no color.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Turn Aside
( 1)
Instant
Counter target spell that targets a permanent you control.
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Turn Inside Out
( 1)
Instant
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Turn into a Pumpkin
( 4)
Instant
Return target nonland permanent to its owner's hand. Draw a card. Adamant — If at least three blue mana was spent to cast this spell, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Turn the Earth
( 1)
Instant
Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Turn the Tables
( 5)
Instant
All combat damage that would be dealt to you this turn is dealt to target attacking creature instead.
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Turn the Tide
( 2)
Instant
Creatures your opponents control get -2/-0 until end of turn.
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Turn to Frog
( 2)
Instant
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
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Turn to Mist
( 2)
Instant
Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Turn to Slag
( 5)
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature.
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Turnabout
( 4)
Instant
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
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Turntimber Ascetic
( 5)
Creature — Giant Cleric
(5/4)
When Turntimber Ascetic enters, you gain 3 life.
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Turntimber Basilisk
( 3)
Creature — Basilisk
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Landfall — Whenever a land you control enters, you may have target creature block Turntimber Basilisk this turn if able.
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Turntimber Grove
( 0)
Land
Turntimber Grove enters tapped. When Turntimber Grove enters, target creature gets +1/+1 until end of turn. : Add .
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Turntimber Ranger
( 5)
Creature — Elf Scout Ranger Ally
(2/2)
Whenever Turntimber Ranger or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on Turntimber Ranger.
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Turntimber Sower
( 3)
Creature — Elf Druid
(3/3)
Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token. , Sacrifice three creatures: Return target land card from your graveyard to your hand.
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Turntimber Symbiosis
( 7)
Sorcery
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
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Turret Ogre
( 4)
Creature — Ogre Warrior
(4/3)
Reach (This creature can block creatures with flying.) When Turret Ogre enters, if you control another creature with power 4 or greater, Turret Ogre deals 2 damage to each opponent.
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Turtleshell Changeling
( 4)
Creature — Shapeshifter
(1/4)
Changeling (This card is every creature type.) : Switch Turtleshell Changeling's power and toughness until end of turn.
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Tuskeri Firewalker
( 3)
Creature — Human Berserker
(3/2)
Boast — : Exile the top card of your library. You may play that card this turn. (Activate only if this creature attacked this turn and only once each turn.)
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Tuskguard Captain
( 3)
Creature — Human Warrior
(2/3)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has trample.
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Tuvasa the Sunlit
( 3)
Legendary Creature — Merfolk Shaman
(1/1)
Tuvasa the Sunlit gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.
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Tuya Bearclaw
( 3)
Legendary Creature — Human Warrior
(2/2)
Whenever Tuya Bearclaw attacks, it gets +X/+X until end of turn, where X is the greatest power among other creatures you control.
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Twenty-Toed Toad
( 4)
Creature — Frog Wizard
(3/3)
Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on Twenty-Toed Toad and draw a card. Whenever Twenty-Toed Toad attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
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Two-Headed Hunter (Twice the Rage)
( 2)
Instant — Adventure
Target creature gains double strike until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Twice Upon a Time
( 6)
Sorcery
Cast this spell only if you control two or more Doctors. Take an extra turn after this one. Exile Twice Upon a Time.
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Twiddle
( 1)
Instant
You may tap or untap target artifact, creature, or land.
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Twiddlestick Charger
( 0)
Artifact — Contraption
Whenever you crank Twiddlestick Charger, tap or untap target creature.
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Twigwalker
( 3)
Creature — Insect
(2/2)
, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn.
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Twilight Drover
( 3)
Creature — Spirit
(1/1)
Whenever a creature token leaves the battlefield, put a +1/+1 counter on Twilight Drover. , Remove a +1/+1 counter from Twilight Drover: Create two 1/1 white Spirit creature tokens with flying.
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Twilight Panther
( 1)
Creature — Cat Spirit
(1/2)
: Twilight Panther gains deathtouch until end of turn.
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Twilight Prophet
( 4)
Creature — Vampire Cleric
(2/4)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
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Twilight Shepherd
( 6)
Creature — Angel
(5/5)
Flying, vigilance When Twilight Shepherd enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Twilight's Call
( 6)
Sorcery
You may cast Twilight's Call as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) Each player returns all creature cards from their graveyard to the battlefield.
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Twin Bolt
( 2)
Instant
Twin Bolt deals 2 damage divided as you choose among one or two targets.
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Twinblade Assassins
( 5)
Creature — Elf Assassin
(5/4)
At the beginning of your end step, if a creature died this turn, draw a card.
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Twinblade Blessing
( 3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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Twinblade Geist
( 2)
Creature — Spirit Warrior
(1/1)
Double strike Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Twinblade Invocation
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has double strike. If Twinblade Invocation would be put into a graveyard from anywhere, exile it instead.
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Twinblade Paladin
( 4)
Creature — Human Knight
(3/3)
Whenever you gain life, put a +1/+1 counter on this creature. As long as you have 25 or more life, this creature has double strike. (It deals both first-strike and regular combat damage.)
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Twinblade Slasher
( 1)
Creature — Elf Warrior
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.) : Twinblade Slasher gets +2/+2 until end of turn. Activate only once each turn.
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Twincast
( 2)
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.
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Twinferno
( 2)
Instant
Choose one — • When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. • Target creature you control gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
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