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________ Bird Gets the Worm
( 5)
Creature — Bird Guest
(2/4)
Flying When this creature enters, you may put a name sticker on it. You gain X life, 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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Aardwolf's Advantage
( 3)
Sorcery
Creatures you control get +2/+0 and gain alpha strike until end of turn. (A creature with alpha strike has first strike as long as it's blocking or being blocked by a creature that comes after it alphabetically.
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Abdel Adrian, Gorion's Ward
( 5)
Legendary Creature — Human Warrior
(4/4)
When Abdel Adrian, Gorion's Ward enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way. Choose a Background (You can have a Background as a second commander.)
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Aboleth Spawn
( 3)
Creature — Fish Horror
(2/3)
Flash Ward Probing Telepathy — Whenever a creature entering under an opponent's control causes a triggered ability of that creature to trigger, you may copy that ability. You may choose new targets for the copy.
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Abomination of Llanowar
( 3)
Legendary Creature — Elf Horror
(*/*)
Vigilance; menace (This creature can't be blocked except by two or more creatures.) Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.
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Absolute Law
( 2)
Enchantment
All creatures have protection from red.
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Abuelo's Awakening
( 4)
Sorcery
Return target artifact or non-Aura enchantment card from your graveyard to the battlefield with X additional +1/+1 counters on it. It's a 1/1 Spirit creature with flying in addition to its other types.
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Abundant Growth
( 1)
Enchantment — Aura
Enchant land When Abundant Growth enters, draw a card. Enchanted land has ": Add one mana of any color."
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Abundant Maw
( 8)
Creature — Eldrazi Leech
(6/4)
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, target opponent loses 3 life and you gain 3 life.
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Academy Wall
( 3)
Creature — Wall
(0/5)
Defender Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
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Accumulated Knowledge
( 2)
Instant
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
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Accursed Witch
( 4)
Creature — Human Shaman
(4/2)
Spells your opponents cast that target Accursed Witch cost less to cast. When Accursed Witch dies, return it to the battlefield transformed under your control attached to target opponent.
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Acid Web Spider
( 5)
Creature — Spider
(3/5)
Reach When Acid Web Spider enters, you may destroy target Equipment.
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Acid-Spewer Dragon
( 6)
Creature — Dragon
(3/3)
Flying, deathtouch Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Acid-Spewer Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Acolyte's Reward
( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn, where X is your devotion to white. If damage is prevented this way, Acolyte's Reward deals that much damage to any target. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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Adamant Will
( 2)
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Adaptive Snapjaw
( 5)
Creature — Lizard Beast
(6/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Adarkar Windform
( 5)
Snow Creature — Illusion
(3/3)
Flying : Target creature loses flying until end of turn. ( can be paid with one mana from a snow source.)
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Adeliz, the Cinder Wind
( 3)
Legendary Creature — Human Wizard
(2/2)
Flying, haste Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
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Adéwalé, Breaker of Chains
( 3)
Legendary Creature — Human Assassin Pirate
(4/1)
When Adéwalé enters, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order. Whenever a Vehicle you control deals combat damage to a player, you may return Adéwalé from your graveyard to your hand.
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Adrix and Nev, Twincasters
( 4)
Legendary Creature — Merfolk Wizard
(2/2)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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Advanced Stitchwing
( 5)
Creature — Zombie Horror
(3/4)
Flying , Discard two cards: Return Advanced Stitchwing from your graveyard to the battlefield tapped.
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Adventure Awaits
( 2)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
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Aerie Bowmasters
( 4)
Creature — Dog Archer
(3/4)
Reach (This creature can block creatures with flying.) Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Aerie Worshippers
( 4)
Creature — Human Cleric
(2/4)
Inspired — Whenever Aerie Worshippers becomes untapped, you may pay . If you do, create a 2/2 blue Bird enchantment creature token with flying.
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Aeronaut's Wings
( 2)
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Aether Meltdown
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature or Vehicle When Aether Meltdown enters, you get (two energy counters). Enchanted creature gets -4/-0.
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Aether Swooper
( 2)
Creature — Vedalken Artificer
(1/2)
Flying When Aether Swooper enters, you get (two energy counters). Whenever Aether Swooper attacks, you may pay . If you do, create a 1/1 colorless Servo artifact creature token.
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Aether Tradewinds
( 3)
Instant
Return target permanent you control and target permanent you don't control to their owners' hands.
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Æther Web (Aether Web)
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.)
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Ætherflame Wall (Aetherflame Wall)
( 2)
Creature — Wall
(0/4)
Defender Aetherflame Wall can block creatures with shadow as though they didn't have shadow. : Aetherflame Wall gets +1/+0 until end of turn.
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Aethertow
( 4)
Instant
Put target attacking or blocking creature on top of its owner's library. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Aetherwind Basker
( 7)
Creature — Lizard
(7/7)
Trample Whenever Aetherwind Basker enters or attacks, you get (an energy counter) for each creature you control. Pay : Aetherwind Basker gets +1/+1 until end of turn.
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Aetherwing, Golden-Scale Flagship
( 0)
Legendary Artifact — Vehicle
(*/4)
Flying Aetherwing, Golden-Scale Flagship's power is equal to the number of artifacts you control. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Aetherworks Marvel
( 4)
Legendary Artifact
Whenever a permanent you control is put into a graveyard, you get (an energy counter). , Pay six : Look at the top six cards of your library. You may cast a spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
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Agadeem's Awakening
( 3)
Sorcery
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
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Agent of the Shadow Thieves
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1 counter on this creature. It gains deathtouch and indestructible until end of turn."
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Agony Warp
( 2)
Instant
Target creature gets -3/-0 until end of turn. Target creature gets -0/-3 until end of turn.
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Agrus Kos, Wojek Veteran
( 5)
Legendary Creature — Human Soldier
(3/3)
Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.
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Aid from the Cowl
( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.
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Ajani, Wise Counselor
( 5)
Legendary Planeswalker — Ajani
(5)
+2: You gain 1 life for each creature you control. −3: Creatures you control get +2/+2 until end of turn. −9: Put X +1/+1 counters on target creature, where X is your life total.
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Ajani's Welcome
( 1)
Enchantment
Whenever a creature you control enters, you gain 1 life.
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Akawalli, the Seething Tower
( 3)
Legendary Creature — Fungus
(3/3)
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli, the Seething Tower gets +2/+2 and has trample. Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
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Akki War Paint
( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +2/+1.
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Akoum Stonewaker
( 2)
Creature — Human Shaman
(2/1)
Landfall — Whenever a land you control enters, you may pay . If you do, create a 3/1 red Elemental creature token with trample and haste. Exile that token at the beginning of the next end step.
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Akroma, Angel of Wrath
( 8)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
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Akroma's Will
( 4)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
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Alabaster Wall
( 3)
Creature — Wall
(0/4)
Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.
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Alesha, Who Laughs at Fate
( 3)
Legendary Creature — Human Warrior
(2/2)
First strike Whenever Alesha attacks, put a +1/+1 counter on it. Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
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Alesha, Who Smiles at Death
( 3)
Legendary Creature — Human Warrior
(3/2)
First strike Whenever Alesha, Who Smiles at Death attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
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Aliban's Tower
( 2)
Instant
Target blocking creature gets +3/+1 until end of turn.
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Alibou, Ancient Witness
( 5)
Legendary Artifact Creature — Golem
(4/5)
Other artifact creatures you control have haste. Whenever one or more artifact creatures you control attack, Alibou, Ancient Witness deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
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Aligned Hedron Network
( 4)
Artifact
When Aligned Hedron Network enters, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)
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Alive // Well (Alive)
( 4)
Sorcery
Create a 3/3 green Centaur creature token. Fuse (You may cast one or both halves of this card from your hand.)
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All Hallow's Eve
( 4)
Sorcery
Exile All Hallow's Eve with two scream counters on it. At the beginning of your upkeep, if All Hallow's Eve is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from their graveyard to the battlefield.
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All Suns' Dawn
( 5)
Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.
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All Will Be One
( 5)
Enchantment
Whenever you put one or more counters on a permanent or player, All Will Be One deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
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Allure of the Unknown
( 5)
Sorcery
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
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Almighty Brushwagg
( 1)
Creature — Brushwagg
(1/1)
Trample : Almighty Brushwagg gets +3/+3 until end of turn.
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Alpha Brawl
( 8)
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
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Alpha Deathclaw
( 6)
Creature — Lizard Mutant
(6/6)
Menace, trample When Alpha Deathclaw enters or becomes monstrous, destroy target permanent. : Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
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Alpine Meadow
( 0)
Snow Land — Mountain Plains
(: Add or .) Alpine Meadow enters tapped.
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Alpine Watchdog
( 2)
Creature — Dog
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Altar of Shadows
( 7)
Artifact
At the beginning of your first main phase, add for each charge counter on Altar of Shadows. , : Destroy target creature. Then put a charge counter on Altar of Shadows.
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Always Watching
( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Amaranthine Wall
( 4)
Artifact Creature — Wall
(0/6)
Defender : Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Ambush Wolf
( 3)
Creature — Wolf
(4/2)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, exile up to one target card from a graveyard.
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Amphibian Downpour
( 3)
Enchantment — Aura
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
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Amzu, Swarm's Hunger
( 5)
Legendary Creature — Insect Shaman
(3/3)
Flying, menace Other Insects you control have menace. Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
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Anara, Wolvid Familiar
( 4)
Legendary Creature — Wolf Beast
(4/4)
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
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Ancestral Knowledge
( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Ancestral Knowledge enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When Ancestral Knowledge leaves the battlefield, shuffle your library.
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Ancient Cellarspawn
( 3)
Enchantment Creature — Horror
(3/3)
Each spell you cast that's a Demon, Horror, or Nightmare costs less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
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Ancient Greenwarden
( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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And They Shall Know No Fear
( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
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Andúril, Flame of the West
( 3)
Legendary Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip
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Angel of Eternal Dawn
( 3)
Creature — — Angel
(2/4)
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
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Angel of Renewal
( 6)
Creature — Angel Ally
(4/4)
Flying When Angel of Renewal enters, you gain 1 life for each creature you control.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angelic Renewal
( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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Angelic Reward
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying.
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Angelic Sell-Sword
( 5)
Creature — Angel Mercenary
(4/4)
Flying, vigilance Whenever Angelic Sell-Sword or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever Angelic Sell-Sword attacks, if its power is 6 or greater, draw a card.
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Angelic Wall
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Animate Wall
( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Animist's Awakening
( 1)
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
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Anoint with Affliction
( 2)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
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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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Answered Prayers
( 3)
Enchantment
Whenever a creature you control enters, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
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Anurid Swarmsnapper
( 3)
Creature — Frog Beast
(1/4)
Reach (This creature can block creatures with flying.) : Anurid Swarmsnapper can block an additional creature this turn.
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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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Apex Hawks
( 3)
Creature — Bird
(2/2)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flying Apex Hawks enters with a +1/+1 counter on it for each time it was kicked.
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