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Withstand Death
( 1)
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Witness of the Ages
( 6)
Artifact Creature — Golem
(4/4)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Witness Protection
( 1)
Enchantment — Aura
Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
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Witness the End
( 4)
Sorcery
Devoid (This card has no color.) Target opponent exiles two cards from their hand and loses 2 life.
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Witness the Future
( 3)
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Wit's End
( 7)
Sorcery
Target player discards their hand.
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Witty Demon (playtest)
( 3)
Creature — — Demon
(4/3)
Flying When CARDNAME enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, CARDNAME deals 4 damage to you.
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Witty Roastmaster
( 3)
Creature — Devil Citizen
(3/2)
Alliance — Whenever another creature you control enters, Witty Roastmaster deals 1 damage to each opponent.
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Wizard Mentor
( 3)
Creature — Human Wizard
(2/2)
: Return Wizard Mentor and target creature you control to their owner's hand.
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Wizard's Lightning
( 3)
Instant
This spell costs less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
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Wizards of Thay
( 4)
Creature — Human Wizard
(3/3)
Myriad (Whenever this creature 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.) Instant and sorcery spells you cast cost less to cast. You may cast sorcery spells as though they had flash.
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Wizards of the ________
( 4)
Creature — Human Wizard Performer
(3/1)
When this creature enters, you may put a name sticker on it, then look at the top X cards of your library, where X is the number of unique vowels on that sticker. Put one of those cards into your hand and the rest on the bottom of your library in any order. (The vowels are A, E, I, O, U, and Y.)
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Wizard's Retort
( 3)
Instant
This spell costs less to cast if you control a Wizard. Counter target spell.
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Wizard's Rockets
( 1)
Artifact
Wizard's Rockets enters tapped. , , Sacrifice Wizard's Rockets: Add X mana in any combination of colors. When Wizard's Rockets is put into a graveyard from the battlefield, draw a card.
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Wizened Arbiter (playtest)
( 2)
Creature — — Human Soldier Wizard
(2/1)
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
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Wizened Githzerai
( 2)
Creature — — Gith Monk
(2/1)
Psionic Adept — Whenever Wizened Githzerai becomes blocked by a creature, that creature perpetually gets -2/-0.
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Wizened Snitches
( 4)
Creature — Faerie Rogue
(1/3)
Flying Players play with the top card of their libraries revealed.
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Woe Strider
( 3)
Creature — Horror
(3/2)
When Woe Strider enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Woe Strider escapes with two +1/+1 counters on it.
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Wojek Apothecary
( 4)
Creature — Human Cleric
(1/1)
Radiance — : Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
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Wojek Investigator
( 3)
Creature — Angel Detective
(2/4)
Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Wolf in ________ Clothing
( 4)
Creature — Wolf Guest
(2/3)
When this creature enters, you may put a name sticker on it. When you do, up to X target creatures each get -1/-1 until end of turn, where X is the number of unique vowels on that sticker. (The vowels are A, E, I, O, U, and Y.)
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Wolf Strike
( 3)
Instant
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
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Wolfbitten Captive
( 1)
Creature — Human Werewolf
(1/1)
: Wolfbitten Captive gets +2/+2 until end of turn. Activate only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive.
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Wolfbriar Elemental
( 4)
Creature — Elemental
(4/4)
Multikicker (You may pay an additional any number of times as you cast this spell.) When Wolfbriar Elemental enters, create a 2/2 green Wolf creature token for each time it was kicked.
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Wolfhunter's Quiver
( 1)
Artifact — Equipment
Equipped creature has ": This creature deals 1 damage to any target" and ": This creature deals 3 damage to target Werewolf creature." Equip
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Wolfir Silverheart
( 5)
Creature — Wolf Warrior
(4/4)
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 Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.
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Wolfkin Outcast
( 6)
Creature — Human Werewolf
(5/4)
This spell costs less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Wood Elemental
( 4)
Creature — Elemental
(*/*)
As Wood Elemental enters, sacrifice any number of untapped Forests. Wood Elemental's power and toughness are each equal to the number of Forests sacrificed as it entered.
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Woodborn Behemoth
( 5)
Creature — Elemental
(4/4)
As long as you control eight or more lands, Woodborn Behemoth gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Woodcaller Automaton
( 10)
Artifact Creature — Construct
(8/8)
When Woodcaller Automaton enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to Woodcaller Automaton's power and toughness. It's still a land. //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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Woodcutter's Grit
( 3)
Instant
Target creature you control gets +3/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Wooded Foothills
( 0)
Land
, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
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Wooden Stake
( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Woodland Acolyte
( 3)
Creature — Human Cleric
(2/2)
When Woodland Acolyte enters, draw a card.
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Woodland Cemetery
( 0)
Land
Woodland Cemetery enters tapped unless you control a Swamp or a Forest. : Add or .
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Woodland Sleuth
( 4)
Creature — Human Scout
(2/3)
Morbid — When Woodland Sleuth enters, if a creature died this turn, return a creature card at random from your graveyard to your hand.
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Woodlot Crawler
( 2)
Creature — Insect
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Protection from green
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Woodvine Elemental
( 6)
Creature — Elemental
(4/4)
Trample Parley — Whenever Woodvine Elemental attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
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Woodwraith Strangler
( 4)
Creature — Plant Zombie
(2/2)
Exile a creature card from your graveyard: Regenerate Woodwraith Strangler.
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Woolly Mammoths
( 3)
Creature — Elephant
(3/2)
Woolly Mammoths has trample as long as you control a snow land.
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Word of Blasting
( 2)
Instant
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.
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Words of Waste
( 3)
Enchantment
: The next time you would draw a card this turn, each opponent discards a card instead.
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Working Stiff
( 2)
Creature — Mummy
(2/2)
As Working Stiff enters, straighten your arms. When you bend an elbow, sacrifice Working Stiff.
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Workshop Assistant
( 3)
Artifact Creature — Construct
(1/2)
When Workshop Assistant dies, return another target artifact card from your graveyard to your hand.
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World at War
( 5)
Sorcery
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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World-Bottling Kit
( 5)
Artifact
, Sacrifice World-Bottling Kit: Choose a Magic set. Exile all permanents with that set's expansion symbol except for basic lands.
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Worldly Tutor
( 1)
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
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Worm Harvest
( 5)
Sorcery
Create a 1/1 black and green Worm creature token for each land card in your graveyard. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Wormfang Behemoth
( 5)
Creature — Nightmare Fish Beast
(5/5)
When Wormfang Behemoth enters, exile all cards from your hand. When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand.
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Wormfang Manta
( 7)
Creature — Nightmare Fish Beast
(6/1)
Flying When Wormfang Manta enters, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
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Wormfang Newt
( 2)
Creature — Nightmare Salamander Beast
(2/2)
When Wormfang Newt enters, exile a land you control. When Wormfang Newt leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Turtle
( 3)
Creature — Nightmare Turtle Beast
(2/4)
When Wormfang Turtle enters, exile a land you control. When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormhole Serpent
( 5)
Creature — Serpent
(3/5)
: Target creature can't be blocked this turn.
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Wormhole Warp (playtest)
( 3)
Instant
Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost.
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Worms of the Earth
( 5)
Enchantment
Players can't play lands. Lands can't enter the battlefield. At the beginning of each upkeep, any player may sacrifice two lands of their choice or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.
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Worst Fears
( 8)
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
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Wort, Boggart Auntie
( 4)
Legendary Creature — Goblin Shaman
(3/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.
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Wort, the Raidmother
( 6)
Legendary Creature — Goblin Shaman
(3/3)
When Wort, the Raidmother enters, create two 1/1 red and green Goblin Warrior creature tokens. Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
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Worthy Cause
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) As an additional cost to cast this spell, sacrifice a creature. You gain life equal to the sacrificed creature's toughness.
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Worthy Knight
( 2)
Creature — Human Knight
(2/2)
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
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Wound Reflection
( 6)
Enchantment
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Wowzer, the Aspirational (playtest)
( 7)
Legendary Snow Creature — — Wurm
(10/10)
Whenever Wowzer, the Aspirational attacks, if you have an , control a Blood, a Clue, a Food, a Map, a Powerstone, and a Treasure, are the monarch, and have the city's blessing and the initiative, you win the game.
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Wrangler of the Damned
( 5)
Creature — Human Soldier
(1/4)
Flash At the beginning of your end step, if you haven't cast a spell from your hand this turn, create a 2/2 white Spirit creature token with flying.
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Wrath of God
( 4)
Sorcery
Destroy all creatures. They can't be regenerated.
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Wrath of Marit Lage
( 5)
Enchantment
When Wrath of Marit Lage enters, tap all red creatures. Red creatures don't untap during their controllers' untap steps.
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Wrath of Sod (playtest)
( 4)
Sorcery
Put a manabond counter on all creatures. (They lose all other abilities and become lands with ": Add one mana of this card's color.")
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Wrathful Jailbreaker
( 0)
Creature — Werewolf
(6/6)
Wrathful Jailbreaker attacks each combat if able. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wrathful Raptors
( 5)
Creature — Dinosaur
(5/5)
Trample Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
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Wrathful Red Dragon
( 5)
Creature — Dragon
(5/5)
Flying Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
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Wreath of Geists
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard.
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Wreck Hunter
( 2)
Creature — Human Artificer
(2/2)
Flash When Wreck Hunter enters, choose target player. You create a tapped Powerstone token for each nonland card in that player's graveyard that was put there from the battlefield this turn. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Wrecking Beast
( 7)
Creature — Beast
(6/6)
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample
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Wrenn and One (playtest)
( 0)
Land Planeswalker — — Wrenn
(1)
+1: Wrenn and One gains ": Add " until your next turn. −1: Create a 1/1 green Squirrel creature token. −4: You get an emblem with "At the beginning of your precombat main phase, add for each creature you control."
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Wren's Run Packmaster
( 4)
Creature — Elf Warrior
(5/5)
Champion an Elf (When this creature enters, sacrifice it unless you exile another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.) : Create a 2/2 green Wolf creature token. Wolves you control have deathtouch.
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Wretched Anurid
( 2)
Creature — Zombie Frog Beast
(3/3)
Whenever another creature enters, you lose 1 life.
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Wretched Banquet
( 1)
Sorcery
Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield.
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Wretched Bonemass
( 0)
Creature — Skeleton Horror
(*/*)
Wretched Bonemass's power and toughness are each equal to the total power of the exiled cards used to craft it. Wretched Bonemass has flying as long as an exiled card used to craft it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
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Wretched Camel
( 2)
Creature — Zombie Camel
(2/1)
When Wretched Camel dies, if you control a Desert or there is a Desert card in your graveyard, target player discards a card.
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Wretched Confluence
( 5)
Instant
Choose three. You may choose the same mode more than once. • Target player draws a card and loses 1 life. • Target creature gets -2/-2 until end of turn. • Return target creature card from your graveyard to your hand.
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Wretched Gryff
( 7)
Creature — Eldrazi Hippogriff
(3/4)
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, draw a card. Flying
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Wretched Throng
( 2)
Creature — Zombie Horror
(2/1)
When Wretched Throng dies, you may search your library for a card named Wretched Throng, reveal it, put it into your hand, then shuffle.
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Wrexial, the Risen Deep
( 6)
Legendary Creature — Kraken
(5/8)
Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.) Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
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Writ of Passage
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn. Forecast — , Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate only during your upkeep and only once each turn.)
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Writ of Return
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield tapped. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Write into Being
( 3)
Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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