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Dragonstalker
( 5)
Creature — Bird Soldier
(3/3)
Flying, protection from Dragons
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Dragonstorm
( 9)
Sorcery
Search your library for a Dragon permanent card, put it onto the battlefield, then shuffle. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Dragon-Style Twins
( 5)
Creature — Human Monk
(3/3)
Double strike Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Drake Hatcher
( 2)
Creature — Human Wizard
(1/3)
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, put that many incubation counters on it. Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
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Drake Hatchling
( 3)
Creature — Drake
(1/3)
Flying : Drake Hatchling gets +1/+0 until end of turn. Activate only once each turn.
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Drakestown Forgotten
( 5)
Creature — Zombie
(0/0)
Drakestown Forgotten enters with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. , Remove a +1/+1 counter from Drakestown Forgotten: Target creature gets -1/-1 until end of turn.
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Drakuseth, Maw of Flames
( 7)
Legendary Creature — Dragon
(7/7)
Flying Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
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Dramatic Accusation
( 3)
Enchantment — Aura
Enchant creature When Dramatic Accusation enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. : Shuffle enchanted creature into its owner's library.
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Dramatic Entrance
( 5)
Instant
You may put a green creature card from your hand onto the battlefield.
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Dramatic Finale
( 4)
Enchantment
Creature tokens you control get +1/+1. Whenever one or more nontoken creatures you control die, create a 2/1 white and black Inkling creature token with flying. This ability triggers only once each turn.
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Dramatic Rescue
( 2)
Instant
Return target creature to its owner's hand. You gain 2 life.
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Dramatist's Puppet
( 4)
Artifact Creature — Construct
(2/4)
When Dramatist's Puppet enters, for each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
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Drana, Kalastria Bloodchief
( 5)
Legendary Creature — Vampire Shaman
(4/4)
Flying : Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn.
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Drana, Liberator of Malakir
( 3)
Legendary Creature — Vampire Ally
(2/3)
Flying, first strike Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
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Drana, the Last Bloodchief
( 5)
Legendary Creature — Vampire Cleric
(4/4)
Flying Whenever Drana, the Last Bloodchief attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
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Drannith Healer
( 2)
Creature — Human Cleric
(2/2)
Whenever you cycle another card, you gain 1 life. Cycling (, Discard this card: Draw a card.)
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Drannith Magistrate
( 2)
Creature — Human Wizard
(1/3)
Your opponents can't cast spells from anywhere other than their hands.
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Drannith Stinger
( 2)
Creature — Human Wizard
(2/2)
Whenever you cycle another card, Drannith Stinger deals 1 damage to each opponent. Cycling (, Discard this card: Draw a card.)
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Drastic Revelation
( 5)
Sorcery
Discard your hand. Draw seven cards, then discard three cards at random.
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Draugr Recruiter
( 4)
Creature — Zombie Cleric
(3/3)
Boast — : Return target creature card from your graveyard to your hand. (Activate only if this creature attacked this turn and only once each turn.)
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Draugr Thought-Thief
( 3)
Creature — Zombie Rogue
(3/2)
When Draugr Thought-Thief enters, look at the top card of target player's library. You may put that card into their graveyard.
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Drawn Together
( 4)
Enchantment
As Drawn Together enters, choose an artist. Creatures with art by the chosen artist get +2/+2.
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Dread Linnorm
( 7)
Creature — Snake Dragon
(7/6)
Dread Linnorm can't be blocked by creatures with power 3 or less.
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Dread Return
( 4)
Sorcery
Return target creature card from your graveyard to the battlefield. Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dread Specter
( 4)
Creature — Specter
(2/2)
Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
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Dread Statuary
( 0)
Land
: Add . : Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
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Dread Wight
( 5)
Creature — Zombie
(3/4)
At end of combat, put a paralyzation counter on each creature blocking or blocked by Dread Wight and tap those creatures. Each of those creatures doesn't untap during its controller's untap step for as long as it has a paralyzation counter on it. Each of those creatures gains ": Remove a paralyzation counter from this creature."
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Dreadfeast Demon
( 7)
Creature — Demon
(6/6)
Flying At the beginning of your end step, sacrifice a non-Demon creature. If you do, create a token that's a copy of Dreadfeast Demon.
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Dreadful Apathy
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. : Exile enchanted creature.
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Dreadful as the Storm
( 3)
Instant
Target creature has base power and toughness 5/5 until end of turn. The Ring tempts you.
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Dreadhorde Arcanist
( 2)
Creature — Zombie Wizard
(1/3)
Trample Whenever Dreadhorde Arcanist attacks, you may cast target instant or sorcery card with mana value less than or equal to Dreadhorde Arcanist's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Dreadhorde Butcher
( 2)
Creature — Zombie Warrior
(1/1)
Haste Whenever Dreadhorde Butcher deals combat damage to a player or planeswalker, put a +1/+1 counter on Dreadhorde Butcher. When Dreadhorde Butcher dies, it deals damage equal to its power to any target.
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Dreadhorde Twins
( 4)
Creature — Zombie Jackal Warrior
(2/2)
When Dreadhorde Twins enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have trample.
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Dreadwaters
( 4)
Sorcery
Target player mills X cards, where X is the number of lands you control.
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Dream Coat
( 1)
Enchantment — Aura
Enchant creature : Enchanted creature becomes the color or colors of your choice. Activate only once each turn.
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Dream Eater
( 6)
Creature — Nightmare Sphinx
(4/3)
Flash Flying When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Dream Fighter
( 3)
Creature — Human Soldier
(1/1)
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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Dream Fracture
( 3)
Instant
Counter target spell. Its controller draws a card. Draw a card.
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Dream Stalker
( 2)
Creature — Illusion
(1/5)
When Dream Stalker enters, return a permanent you control to its owner's hand.
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Dream Strix
( 3)
Creature — Bird Illusion
(3/2)
Flying When Dream Strix becomes the target of a spell, sacrifice it. When Dream Strix dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Dream Thief
( 3)
Creature — Faerie Rogue
(2/1)
Flying When Dream Thief enters, draw a card if you've cast another blue spell this turn.
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Dream Thrush
( 2)
Creature — Bird
(1/1)
Flying : Target land becomes the basic land type of your choice until end of turn.
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Dream Tides
( 4)
Enchantment
Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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Dream Trawler
( 6)
Creature — Sphinx
(3/5)
Flying, lifelink Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn. Whenever Dream Trawler attacks, draw a card. Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
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Dream Twist
( 1)
Instant
Target player mills three cards. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dreamcatcher
( 1)
Creature — Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card.
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Dreamdew Entrancer
( 4)
Creature — Frog Wizard
(3/4)
Reach When Dreamdew Entrancer enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
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Dreamroot Cascade
( 0)
Land
Dreamroot Cascade enters tapped unless you control two or more other lands. : Add or .
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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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Dreamshackle Geist
( 3)
Creature — Spirit
(3/1)
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
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Dreamspoiler Witches
( 4)
Creature — Faerie Wizard
(2/2)
Flying Whenever you cast a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.
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Dreamstalker Manticore
( 3)
Enchantment Creature — Manticore
(4/2)
Whenever you cast your first spell during each opponent's turn, Dreamstalker Manticore deals 1 damage to any target.
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Dreamtail Heron
( 5)
Creature — Elemental Bird
(3/4)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, draw a card.
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Dream-Thief's Bandana
( 2)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, look at the top card of their library, then exile it face down. For as long as it remains exiled, you may play it, and mana of any type can be spent to cast that spell. Equip
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Dreamtide Whale
( 3)
Creature — Whale
(7/5)
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Dredge the Mire
( 4)
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
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Drift of the Dead
( 4)
Creature — Wall
(*/*)
Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow lands you control.
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Drifter il-Dal
( 1)
Creature — Human Wizard
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay .
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Driftgloom Coyote
( 5)
Creature — Elemental Coyote
(3/4)
When Driftgloom Coyote enters, exile target creature an opponent controls until Driftgloom Coyote leaves the battlefield. If that creature had power 2 or less, put a +1/+1 counter on Driftgloom Coyote.
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Drifting Djinn
( 6)
Creature — Djinn
(5/5)
Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay . Cycling (, Discard this card: Draw a card.)
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Drifting Meadow
( 0)
Land
Drifting Meadow enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Drifting Shade
( 4)
Creature — Shade
(1/1)
Flying : Drifting Shade gets +1/+1 until end of turn.
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Drill Bit
( 3)
Sorcery
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Target player reveals their hand. You choose a nonland card from it. That player discards that card.
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Dripping-Tongue Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Dripping-Tongue Zubera dies, create a 1/1 colorless Spirit creature token for each Zubera that died this turn.
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Driver of the Dead
( 4)
Creature — Vampire
(3/2)
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Drizzt Do'Urden
( 5)
Legendary Creature — Elf Ranger
(3/3)
Double strike When Drizzt Do'Urden enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample. Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
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Drogskol Armaments
( 0)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
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Drogskol Captain
( 3)
Creature — Spirit Soldier
(2/2)
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Drogskol Infantry
( 2)
Creature — Spirit Soldier
(2/2)
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Drogskol Reinforcements
( 4)
Creature — Spirit Soldier
(2/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other Spirits you control have melee. Prevent all noncombat damage that would be dealt to Spirits you control.
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Drogskol Shieldmate
( 3)
Creature — Spirit Soldier
(2/3)
Flash (You may cast this spell any time you could cast an instant.) When Drogskol Shieldmate enters, other creatures you control get +0/+1 until end of turn.
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Dromar, the Banisher
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay . If you do, choose a color, then return all creatures of that color to their owners' hands.
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Dromoka Captain
( 3)
Creature — Human Soldier
(1/1)
First strike Whenever Dromoka Captain attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Dromoka, the Eternal
( 5)
Legendary Creature — Dragon
(5/5)
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Dromoka's Gift
( 5)
Instant
Bolster 4. (Choose a creature with the least toughness among creatures you control and put four +1/+1 counters on it.)
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Droning Bureaucrats
( 4)
Creature — Human Advisor
(1/4)
, : Each creature with mana value X can't attack or block this turn.
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Drop Tower (Drop Tower (a))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 3, 6
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Drop Tower (Drop Tower (b))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 4, 6
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Drop Tower (Drop Tower (c))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 2, 5, 6
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Drop Tower (Drop Tower (d))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 3, 4, 6
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Drop Tower (Drop Tower (e))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 3, 5, 6
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Drop Tower (Drop Tower (f))
( 0)
Artifact — Attraction
Visit — Target creature gains flying until end of turn or until any player rolls a 1, whichever comes first. Lights — 4, 5, 6
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Dross Harvester
( 3)
Creature — Horror
(4/4)
Protection from white At the beginning of your end step, you lose 4 life. Whenever a creature dies, you gain 2 life.
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Drought
( 4)
Enchantment
At the beginning of your upkeep, sacrifice Drought unless you pay . Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs. Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs.
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Drover of the Mighty
( 2)
Creature — Human Druid
(1/1)
Drover of the Mighty gets +2/+2 as long as you control a Dinosaur. : Add one mana of any color.
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