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Another Chance
( 3)
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
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Another Round
( 3)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
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Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
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Anowon, the Ruin Thief
( 4)
Legendary Creature — Vampire Rogue
(2/4)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
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Anrakyr the Traveller
( 5)
Legendary Artifact Creature — Necron
(4/4)
Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Antagonize
( 2)
Instant
Target creature gets +4/+3 until end of turn.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Anthropede
( 4)
Creature — Insect
(3/4)
Reach When Anthropede enters, you may discard a card or pay . When you do, destroy target Room.
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Anthroplasm
( 4)
Creature — Shapeshifter
(0/0)
Anthroplasm enters with two +1/+1 counters on it. , : Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
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Anticipate
( 2)
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Anticognition
( 2)
Instant
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
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Anti-Magic Aura
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Antique Collector
( 2)
Creature — — Human Rogue
(2/2)
Antique Collector can't be blocked by creatures with power 2 or less. When Antique Collector enters the battlefield, creatures you control perpetually gain "When this creature dies, you may shuffle it into its owner's library if it's in your graveyard. If you do, investigate." (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
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Antler Skulkin
( 5)
Artifact Creature — Scarecrow
(3/3)
: Target white creature gains persist until end of turn. (When it 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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Anvilwrought Raptor
( 4)
Artifact Creature — Bird
(2/1)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Ao, the Dawn Sky
( 5)
Legendary Creature — Dragon Spirit
(5/4)
Flying, vigilance When Ao, the Dawn Sky dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
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Apathy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If the player does, untap that creature.
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Apes of Rath
( 4)
Creature — Ape
(5/4)
Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step.
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Apex Altisaur
( 9)
Creature — Dinosaur
(10/10)
When Apex Altisaur enters, it fights up to one target creature you don't control. Enrage — Whenever Apex Altisaur is dealt damage, it fights up to one target creature you don't control.
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Apex Devastator
( 10)
Creature — Chimera Hydra
(10/10)
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
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Apex Observatory
( 0)
Artifact
Apex Observatory enters tapped. As it enters, choose a card type shared among two exiled cards used to craft it. : The next spell you cast this turn of the chosen type can be cast without paying its mana cost.
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Aphemia, the Cacophony
( 2)
Legendary Enchantment Creature — Harpy
(2/1)
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
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Aphetto Alchemist
( 2)
Creature — Human Wizard
(1/2)
: Untap target artifact or creature. 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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Aphetto Dredging
( 4)
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
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Aphetto Exterminator
( 3)
Creature — Human Wizard
(3/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.
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Aphetto Grifter
( 3)
Creature — Human Wizard
(1/1)
Tap two untapped Wizards you control: Tap target permanent.
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Aphetto Runecaster
( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Aphetto Vulture
( 6)
Creature — Zombie Bird
(3/2)
Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.
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Aphotic Wisps
( 1)
Instant
Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.) Draw a card.
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Apostle of Invasion
( 6)
Creature — Phyrexian Angel
(4/4)
Flying Corrupted — As long as an opponent has three or more poison counters, Apostle of Invasion has double strike.
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Apostle of Purifying Light
( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
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Apostle's Blessing
( 2)
Instant
( can be paid with either or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
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Apothecary Geist
( 4)
Creature — Spirit
(2/3)
Flying When Apothecary Geist enters, if you control another Spirit, you gain 3 life.
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Apothecary Initiate
( 1)
Creature — Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Apothecary Stomper
( 6)
Creature — Elephant
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, choose one — • Put two +1/+1 counters on target creature you control. • You gain 4 life.
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Apothecary White
( 4)
Legendary Creature — Human Cleric
(3/4)
Vigilance Whenever you attack, you create a Food token for each player being attacked. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") , , Tap X untapped Foods you control: Create X 1/1 white Human creature tokens.
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Appeal // Authority (Appeal)
( 1)
Sorcery
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of creatures you control.
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Appetite for Brains
( 1)
Sorcery
Target opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.
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Applied Aeronautics
( 0)
Artifact — Contraption
Whenever you crank Applied Aeronautics, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
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Apprentice Necromancer
( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
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Apprentice Sharpshooter
( 3)
Creature — Human Archer
(1/4)
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
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Apprentice Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Apprentice Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Approach of the Second Sun
( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Aquamorph Entity
( 4)
Creature — Shapeshifter
(*/*)
As Aquamorph Entity enters or is turned face up, it becomes your choice of 5/1 or 1/5. 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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Aquastrand Spider
( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Aquatic Alchemist
( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Aquatic Incursion
( 4)
Enchantment
When Aquatic Incursion enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) : Target Merfolk can't be blocked this turn.
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Sea Hag (Aquatic Ingress)
( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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Aquitect's Will
( 1)
Kindred Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
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Araba Mothrider
( 2)
Creature — Human Samurai
(1/1)
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Arachnoid Adaptation
( 1)
Instant
Target creature gets +2/+2 and gains reach until end of turn. Untap it.
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Aradesh, the Founder
( 3)
Legendary Creature — Human Soldier
(1/4)
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.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
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Aragorn, the Uniter
( 4)
Legendary Creature — Human Noble
(5/5)
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn, the Uniter deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
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Arahbo, Roar of the World
( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo, Roar of the World is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
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Arahbo, the First Fang
( 3)
Legendary Creature — Cat Avatar
(2/2)
Other Cats you control get +1/+1. Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
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Arashin Foremost
( 3)
Creature — Human Warrior
(2/2)
Double strike Whenever Arashin Foremost enters or attacks, another target Warrior creature you control gains double strike until end of turn.
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Arashin War Beast
( 7)
Creature — Beast
(6/6)
Whenever Arashin War Beast deals combat damage to one or more blocking creatures, manifest the top card of your library. (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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Arasta of the Endless Web
( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Araumi of the Dead Tide
( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arbalest Engineers
( 3)
Creature — Human Artificer
(2/2)
When Arbalest Engineers enters, choose one — • Arbalest Engineers deals 1 damage to any target. • Put a +1/+1 counter on target creature. It gains trample and haste until end of turn. • Create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Arbiter of Knollridge
( 7)
Creature — Giant Wizard
(5/5)
Vigilance When Arbiter of Knollridge enters, each player's life total becomes the highest life total among all players.
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Arbiter of the Ideal
( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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Arbiter of Woe
( 6)
Creature — Demon
(5/4)
As an additional cost to cast this spell, sacrifice a creature. Flying When this creature enters, each opponent discards a card and loses 2 life. You draw a card and gain 2 life.
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Arbor Armament
( 1)
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)
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Arborback Stomper
( 5)
Creature — Beast
(5/4)
Trample When Arborback Stomper enters, you gain 5 life.
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Arboretum Elemental
( 9)
Creature — Elemental
(7/5)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Arc Lightning
( 3)
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
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Arc Spitter
( 1)
Artifact — Equipment
Equipped creature has ": This creature deals 1 damage to target creature that's blocking it." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Arc Trail
( 2)
Sorcery
Arc Trail deals 2 damage to any target and 1 damage to another target.
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Arcades, the Strategist
( 4)
Legendary Creature — Elder Dragon
(3/5)
Flying, vigilance Whenever a creature you control with defender enters, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
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Arcane Adaptation
( 3)
Enchantment
As Arcane Adaptation enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Arcane Artisan
( 3)
Creature — Human Wizard
(0/3)
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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Arcane Bombardment
( 6)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.
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Arcane Flight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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Arcane Heist
( 4)
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. 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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Arcane Investigator
( 2)
Creature — Elf Wizard
(2/1)
Search the Room — : Roll a d20. 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Arcane Laboratory
( 3)
Enchantment
Each player can't cast more than one spell each turn.
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Arcane Savant
( 5)
Creature — Human Wizard
(3/3)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When Arcane Savant enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
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Arcane Signet
( 2)
Artifact
: Add one mana of any color in your commander's color identity.
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Arcane Subtraction
( 2)
Instant
Target creature gets -4/-0 until end of turn. 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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Arcane Teachings
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
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Arcanist's Owl
( 4)
Artifact Creature — Bird
(3/3)
Flying When Arcanist's Owl enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Arcbound Prototype
( 2)
Artifact Creature — Assembly-Worker
(0/0)
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Slith
( 2)
Artifact Creature — Slith
(0/0)
Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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