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Look at Me, I'm the DCI
( 7)
Sorcery
Ban a card other than a basic land card for the rest of the match. (All cards with that name in any zone or sideboard are removed from the match.)
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Lookout's Dispersal
( 3)
Instant
This spell costs less to cast if you control a Pirate. Counter target spell unless its controller pays .
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Loopy Lobster (playtest)
( 3)
Creature — — Lobster
(?/?)
Four-faced (Whenever this becomes tapped, move it to the next stage, or to stage 1 if it's at stage 4.) Stage 1 — (1/4) Stage 2 — (4/1) Evolve Stage 3 — (2/4) : CARDNAME gets +1/-1 until end of turn. Stage 4 — (4/4) Vigilance. : Draw 2 cards.
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Loose in the Park
( 2)
Enchantment — — Aura
Enchant land When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it. : Until end of turn, enchanted land becomes a copy of the exiled card, except it's a land in addition to its other types and it has haste.
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Loot Dispute
( 4)
Enchantment
When Loot Dispute enters, you take the initiative and create a Treasure token. Whenever you attack the player who has the initiative, create a Treasure token. Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
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Loot, the Key to Everything
( 3)
Legendary Creature — Beast Noble
(1/2)
Ward At the beginning of your upkeep, exile the top X cards of your library, where X is the number of card types among other nonland permanents you control. You may play those cards this turn.
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Looter il-Kor
( 2)
Creature — Kor Rogue
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card.
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Loran of the Third Path
( 3)
Legendary Creature — Human Artificer
(2/1)
Vigilance When Loran of the Third Path enters, destroy up to one target artifact or enchantment. : You and target opponent each draw a card.
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Loran, Disciple of History
( 4)
Legendary Creature — Human Artificer
(3/3)
Whenever Loran, Disciple of History or another legendary creature you control enters, return target artifact card from your graveyard to your hand.
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Lorcan, Warlock Collector
( 7)
Legendary Creature — Devil
(6/6)
Flying Whenever a creature card is put into an opponent's graveyard from anywhere, you may pay life equal to its mana value. If you do, put it onto the battlefield under your control. It's a Warlock in addition to its other types. If a Warlock you control would die, exile it instead.
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Lord of Atlantis
( 2)
Creature — Merfolk
(2/2)
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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Lord of Extinction
( 5)
Creature — Elemental
(*/*)
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
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Lord of Shatterskull Pass
( 4)
Creature — Minotaur Shaman
(3/3)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-5 6/6 LEVEL 6+ 6/6 Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls.
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Lord of the Accursed
( 3)
Creature — Zombie
(2/3)
Other Zombies you control get +1/+1. , : All Zombies gain menace until end of turn.
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Lord of the Forsaken
( 6)
Creature — Demon
(6/6)
Flying, trample , Sacrifice another creature: Target player mills three cards. Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
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Lord of the Nazgûl
( 5)
Legendary Creature — Wraith Noble
(4/3)
Flying Wraiths you control have protection from Ring-bearers. Whenever you cast an instant or sorcery spell, create a 3/3 black Wraith creature token with menace. Then if you control nine or more Wraiths, Wraiths you control have base power and toughness 9/9 until end of turn.
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Lord of the Pit
( 7)
Creature — Demon
(7/7)
Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.
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Lord of the Ulvenwald
( 0)
Creature — Werewolf
(3/3)
Other Wolves and Werewolves you control get +1/+1. Whenever Lord of the Ulvenwald attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Lord of the Undead
( 3)
Creature — Zombie
(2/2)
Other Zombie creatures get +1/+1. , : Return target Zombie card from your graveyard to your hand.
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Lord of the Unreal
( 2)
Creature — Human Wizard
(2/2)
Illusion 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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Lord of the Void
( 7)
Creature — Demon
(7/7)
Flying Whenever Lord of the Void deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control.
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Lord of Tresserhorn
( 4)
Legendary Creature — Zombie
(10/4)
When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards. : Regenerate Lord of Tresserhorn.
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Lord Skitter, Sewer King
( 3)
Legendary Creature — Rat Noble
(3/3)
Whenever another Rat you control enters, exile up to one target card from an opponent's graveyard. At the beginning of combat on your turn, create a 1/1 black Rat creature token with "This creature can't block."
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Lord Skitter's Blessing
( 2)
Enchantment
When Lord Skitter's Blessing enters, create a Wicked Role token attached to target creature you control. (Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.) At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
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Lord Skitter's Butcher
( 3)
Creature — Rat Peasant
(2/3)
When Lord Skitter's Butcher enters, choose one — • Create a 1/1 black Rat creature token with "This creature can't block." • You may sacrifice another creature. If you do, scry 2, then draw a card. • Creatures you control gain menace until end of turn.
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Lord Xander, the Collector
( 7)
Legendary Creature — Vampire Demon Noble
(6/6)
When Lord Xander, the Collector enters, target opponent discards half the cards in their hand, rounded down. Whenever Lord Xander attacks, defending player mills half their library, rounded down. When Lord Xander dies, target opponent sacrifices half the nonland permanents they control of their choice, rounded down.
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Lorehold Apprentice
( 2)
Creature — Human Cleric
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, until end of turn, Spirit creatures you control gain ": This creature deals 1 damage to each opponent."
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Lorehold Excavation
( 2)
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, Lorehold Excavation deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.) , Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
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Lorescale Coatl
( 3)
Creature — Snake
(2/2)
Whenever you draw a card, put a +1/+1 counter on Lorescale Coatl.
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Profit // Loss (Loss)
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Lossarnach Captain
( 4)
Creature — Human Soldier
(3/1)
First strike Whenever Lossarnach Captain or another Human you control enters, tap target creature an opponent controls. At the beginning of your upkeep, create a 1/1 white Human Soldier creature token.
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Lost Auramancers
( 4)
Creature — Human Wizard
(3/3)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
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Lost Hours
( 2)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player puts that card into their library third from the top.
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Lost in a Labyrinth
( 1)
Instant
Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Lost in the Maze
( 2)
Enchantment
Flash When Lost in the Maze enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Tapped creatures you control have hexproof.
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Lost in the Mist
( 5)
Instant
Counter target spell. Return target permanent to its owner's hand.
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Lost in the Woods
( 5)
Enchantment
Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.
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Lost in Thought
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
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Lost Isle Calling
( 2)
Enchantment
Whenever you scry, put a verse counter on Lost Isle Calling. , Exile Lost Isle Calling: Draw a card for each verse counter on Lost Isle Calling. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
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Lost Jitte
( 1)
Legendary Artifact — Equipment
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte. Remove a charge counter from Lost Jitte: Choose one — • Untap target land. • Target creature can't block this turn. • Put a +1/+1 counter on equipped creature. Equip
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Lost Legacy
( 3)
Sorcery
Choose a nonartifact, nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
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Lost Legion
( 3)
Creature — Spirit Knight
(2/3)
When Lost Legion enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Lost Leonin
( 2)
Creature — Phyrexian Cat Soldier
(2/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Lost Mine of Phandelver
( 0)
Dungeon
Cave Entrance — Scry 1. (Leads to: Goblin Lair, Mine Tunnels) Goblin Lair — Create a 1/1 red Goblin creature token. (Leads to: Storeroom, Dark Pool) Mine Tunnels — Create a Treasure token. (Leads to: Dark Pool, Fungi Cavern) Storeroom — Put a +1/+1 counter on target creature. (Leads to: Temple of Dumathoin) Dark Pool — Each opponent loses 1 life and you gain 1 life. (Leads to: Temple of Dumathoin) Fungi Cavern — Target creature gets -4/-0 until your next turn. (Leads to: Temple of Dumathoin) Temple of Dumathoin — Draw a card.
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Lost Order of Jarkeld
( 4)
Creature — Human Knight
(1+*/1+*)
As Lost Order of Jarkeld enters, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
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Lost Soul
( 3)
Creature — Spirit Minion
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Lost to Legend
( 2)
Instant
Put target nonland historic permanent into its owner's library fourth from the top. (Artifacts, legendaries, and Sagas are historic.)
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Lost Vale
( 0)
Land
(Transforms from Dowsing Dagger.) : Add three mana of any one color.
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Lothlórien Blade
( 3)
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to target creature defending player controls. Equip Elf Equip
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Lothlórien Lookout
( 2)
Creature — Elf Scout
(1/3)
Whenever Lothlórien Lookout attacks, scry 1.
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Lotho, Corrupt Shirriff
( 2)
Legendary Creature — Halfling Rogue
(2/1)
Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Lotleth Giant
( 7)
Creature — Zombie Giant
(6/5)
Undergrowth — When Lotleth Giant enters, it deals 1 damage to target opponent for each creature card in your graveyard.
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Lotleth Troll
( 2)
Creature — Zombie Troll
(2/1)
Trample Discard a creature card: Put a +1/+1 counter on Lotleth Troll. : Regenerate Lotleth Troll.
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Lotus Bloom
( 0)
Artifact
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) , Sacrifice Lotus Bloom: Add three mana of any one color.
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Lotus Blossom
( 2)
Artifact
At the beginning of your upkeep, you may put a petal counter on Lotus Blossom. , Sacrifice Lotus Blossom: Add X mana of any one color, where X is the number of petal counters on Lotus Blossom.
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Lotus Cobra
( 2)
Creature — Snake
(2/1)
Landfall — Whenever a land you control enters, add one mana of any color.
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Lotus Field
( 0)
Land
Hexproof Lotus Field enters tapped. When Lotus Field enters, sacrifice two lands. : Add three mana of any one color.
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Lotus Guardian
( 7)
Artifact Creature — Dragon
(4/4)
Flying : Add one mana of any color.
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Lotus Path Djinn
( 4)
Creature — Djinn Monk
(2/3)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Lotus Petal
( 0)
Artifact
, Sacrifice Lotus Petal: Add one mana of any color.
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Lotus Ring
( 3)
Artifact — Equipment
Indestructible Equipped creature gets +3/+3 and has vigilance and ", Sacrifice this creature: Add three mana of any one color." Equip
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Lotus Vale
( 0)
Land
If Lotus Vale would enter, sacrifice two untapped lands instead. If you do, put Lotus Vale onto the battlefield. If you don't, put it into its owner's graveyard. : Add three mana of any one color.
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Lotus-Eye Mystics
( 4)
Creature — Human Monk
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Lotus-Eye Mystics enters, return target enchantment card from your graveyard to your hand.
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Louvaq, the Aberrant (playtest)
( 4)
Legendary Creature — — Mutant
(3/4)
Protection from modified creatures. (Modified creatures have a power, toughness, or ability different than their printed version.) At the beginning of each player's end step, you may put a +1/+1 counter on target creature that player controls.
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Love Song of Night and Day
( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You and target opponent each draw two cards. II — Create a 1/1 white Bird creature token with flying. III — Put a +1/+1 counter on each of up to two target creatures.
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Lovestruck Beast
( 3)
Creature — Beast Noble
(5/5)
Lovestruck Beast can't attack unless you control a 1/1 creature.
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Lowland Tracker
( 5)
Creature — Human Soldier
(2/2)
First strike Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Loxodon Anchorite
( 4)
Creature — Elephant Cleric
(2/3)
: Prevent the next 2 damage that would be dealt to any target this turn.
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Loxodon Gatekeeper
( 4)
Creature — Elephant Soldier
(2/3)
Artifacts, creatures, and lands your opponents control enter tapped.
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Loxodon Lifechanter
( 6)
Creature — Elephant Cleric
(4/6)
When Loxodon Lifechanter enters, you may have your life total become the total toughness of creatures you control. : Loxodon Lifechanter gets +X/+X until end of turn, where X is your life total.
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Loxodon Partisan
( 5)
Creature — Elephant Soldier
(3/4)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Loxodon Restorer
( 6)
Creature — Elephant Cleric
(3/4)
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.) When Loxodon Restorer enters, you gain 4 life.
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Loxodon Sergeant
( 4)
Creature — Elephant Soldier
(3/3)
Vigilance When Loxodon Sergeant enters, other creatures you control gain vigilance until end of turn.
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Loxodon Smiter
( 3)
Creature — Elephant Soldier
(4/4)
This spell can't be countered. If a spell or ability an opponent controls causes you to discard Loxodon Smiter, put it onto the battlefield instead of putting it into your graveyard.
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Loxodon Stalwart
( 5)
Creature — Elephant Soldier
(3/3)
Vigilance : Loxodon Stalwart gets +0/+1 until end of turn.
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Loyal Apprentice
( 2)
Creature — Human Artificer
(2/1)
Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
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Loyal Cathar
( 2)
Creature — Human Soldier
(2/2)
Vigilance When Loyal Cathar dies, return it to the battlefield transformed under your control at the beginning of the next end step.
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Loyal Inventor
( 3)
Creature — Human Artificer
(2/3)
Vigilance When Loyal Inventor enters, you may search your library for an artifact card, reveal it, then shuffle. Put that card into your hand if you control an Assassin. Otherwise, put that card on top of your library.
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Loyal Retainers
( 3)
Creature — Human Advisor
(1/1)
Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.
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Loyal Sentry
( 1)
Creature — Human Soldier
(1/1)
When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry.
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Loyal Subordinate
( 3)
Creature — Zombie
(3/1)
Menace (This creature can't be blocked except by two or more creatures.) Lieutenant — At the beginning of combat on your turn, if you control your commander, each opponent loses 3 life.
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Lu Bu, Master-at-Arms
( 6)
Legendary Creature — Human Soldier Warrior
(4/3)
Haste; horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Lucius the Eternal
( 5)
Legendary Creature — Astartes Warrior
(5/3)
Haste Armour of Shrieking Souls — When Lucius the Eternal dies, exile it and choose target creature an opponent controls. When that creature leaves the battlefield, return Lucius the Eternal from exile to the battlefield under its owner's control.
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Ludevic, Necro-Alchemist
( 3)
Legendary Creature — Human Wizard
(1/4)
At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn. Partner (You can have two commanders if both have partner.)
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Ludevic's Test Subject
( 2)
Creature — Lizard Egg
(0/3)
Defender : Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
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Lukka, Coppercoat Outcast
( 5)
Legendary Planeswalker — Lukka
(5)
+1: Exile the top three cards of your library. Creature cards exiled this way gain "You may cast this card from exile as long as you control a Lukka planeswalker." −2: Exile target creature you control, then reveal cards from the top of your library until you reveal a creature card with higher mana value. Put that card onto the battlefield and the rest on the bottom of your library in a random order. −7: Each creature you control deals damage equal to its power to each opponent.
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Lullmage Mentor
( 3)
Creature — Merfolk Wizard
(2/2)
Whenever a spell or ability you control counters a spell, you may create a 1/1 blue Merfolk creature token. Tap seven untapped Merfolk you control: Counter target spell.
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Lullmage's Domination
( 3)
Sorcery
This spell costs less to cast if it targets a creature whose controller has eight or more cards in their graveyard. Gain control of target creature with mana value X.
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Lulu, Loyal Hollyphant
( 4)
Legendary Creature — Elephant Angel
(3/2)
Flying At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on each tapped creature you control, then untap them. Choose a Background (You can have a Background as a second commander.)
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Lumbering Battlement
( 5)
Creature — Beast
(4/5)
Vigilance When Lumbering Battlement enters, exile any number of other nontoken creatures you control until it leaves the battlefield. Lumbering Battlement gets +2/+2 for each card exiled with it.
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