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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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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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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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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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Awaken the Ancient
( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Bear
( 3)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Awaken the Blood Avatar
( 8)
Sorcery
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. Each opponent sacrifices a creature of their choice. Create a 3/6 black and red Avatar creature token with haste and "Whenever this creature attacks, it deals 3 damage to each opponent."
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Awaken the Erstwhile
( 5)
Sorcery
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
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Awaken the Maelstrom
( 0)
Sorcery
Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
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Awaken the Sky Tyrant
( 4)
Enchantment
When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, create a 5/5 red Dragon creature token with flying.
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Awaken the Sleeper
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's equipped, you may destroy all Equipment attached to that creature.
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Awaken the Woods
( 2)
Sorcery
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
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Awakened Amalgam
( 4)
Artifact Creature — Golem
(*/*)
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
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Awakened Awareness
( 2)
Enchantment — Aura
Enchant artifact or creature When Awakened Awareness enters, put X +1/+1 counters on enchanted permanent. As long as enchanted permanent is a creature, it has base power and toughness 1/1.
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Awakened Skyclave
( 0)
Creature — Elemental
(4/4)
Vigilance, haste As long as Awakened Skyclave is on the battlefield, it's a land in addition to its other types. : Add one mana of any color.
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Awakener Druid
( 3)
Creature — Human Druid
(1/1)
When Awakener Druid enters, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.
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Awakening
( 4)
Enchantment
At the beginning of each upkeep, untap all creatures and lands.
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Funeral Room // Awakening Hall (Awakening Hall)
( 8)
Enchantment — Room
When you unlock this door, return all creature cards from your graveyard to the battlefield. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Awakening of Vitu-Ghazi
( 5)
Instant
Put nine +1/+1 counters on target land you control. It becomes a legendary 0/0 Elemental creature with haste named Vitu-Ghazi. It's still a land.
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Awakening Zone
( 3)
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this creature: Add ."
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Balduvian Frostwaker
( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Bright-Palm, Soul Awakener
( 4)
Legendary Creature — Fox Shaman
(4/3)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature attacks, double the number of +1/+1 counters on target creature. That creature can't be blocked by creatures with power 2 or less this turn.
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Calamity's Wake
( 2)
Instant
Exile all graveyards. Players can't cast noncreature spells this turn. Exile Calamity's Wake.
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Chandra, Awakened Inferno
( 6)
Legendary Planeswalker — Chandra
(6)
This spell can't be countered. +2: Each opponent gets an emblem with "At the beginning of your upkeep, this emblem deals 1 damage to you." −3: Chandra, Awakened Inferno deals 3 damage to each non-Elemental creature. −X: Chandra, Awakened Inferno deals X damage to target creature or planeswalker. If a permanent dealt damage this way would die this turn, exile it instead.
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Cruel Somnophage
( 2)
Creature — Nightmare
(*/*)
Cruel Somnophage's power and toughness are each equal to the number of creature cards in all graveyards.
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Cyberdrive Awakener
( 6)
Artifact Creature — Construct
(4/4)
Flying Other artifact creatures you control have flying. When Cyberdrive Awakener enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
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Distorting Wake
( 3)
Sorcery
Return X target nonland permanents to their owners' hands.
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Doomwake Giant
( 5)
Enchantment Creature — Giant
(4/6)
Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
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Ecstatic Awakener
( 1)
Creature — Human Wizard
(1/1)
, Sacrifice another creature: Draw a card, then transform Ecstatic Awakener. Activate only once each turn.
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Edgar's Awakening
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. When you discard Edgar's Awakening, you may pay . When you do, return target creature card from your graveyard to your hand.
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Fearsome Awakening
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
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Firewake Sliver
( 3)
Creature — Sliver
(1/1)
All Sliver creatures have haste. All Slivers have ", Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn."
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Flamewake Phoenix
( 3)
Creature — Phoenix
(2/2)
Flying, haste This creature attacks each combat if able. At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay . If you do, return this card from your graveyard to the battlefield.
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Funeral Room // Awakening Hall (Funeral Room)
( 3)
Enchantment — Room
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Gravewaker
( 6)
Creature — Bird Spirit
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Return target creature card from your graveyard to the battlefield tapped.
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Gyrus, Waker of Corpses
( 3)
Legendary Creature — Hydra
(0/0)
Gyrus, Waker of Corpses enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Whenever Gyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
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In Garruk's Wake
( 9)
Sorcery
Destroy all creatures you don't control and all planeswalkers you don't control.
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Isareth the Awakener
( 3)
Legendary Creature — Human Wizard
(3/3)
Deathtouch Whenever Isareth the Awakener attacks, you may pay . When you do, return target creature card with mana value X from your graveyard to the battlefield with a corpse counter on it. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
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Jace Reawakened
( 2)
Legendary Planeswalker — Jace
(3)
You can't cast Jace Reawakened during your first, second, or third turns of the game. +1: Draw a card, then discard a card. +1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted. −6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
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Kumena's Awakening
( 4)
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.
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Kykar, Zephyr Awakener
( 4)
Legendary Creature — Bird Wizard
(3/4)
Flying Whenever you cast a noncreature spell, choose one — • Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. • Create a 1/1 white Spirit creature token with flying.
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Lifecraft Awakening
( 1)
Instant
Put X +1/+1 counters on target artifact you control. If it isn't a creature or Vehicle, it becomes a 0/0 Construct artifact creature.
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Liliana, Waker of the Dead
( 4)
Legendary Planeswalker — Liliana
(4)
+1: Each player discards a card. Each opponent who can't loses 3 life. −3: Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard. −7: You get an emblem with "At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste."
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Luminous Wake
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life.
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Mirari's Wake
( 5)
Enchantment
Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana of any type that land produced.
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Moonlit Wake
( 3)
Enchantment
Whenever a creature dies, you gain 1 life.
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Nissa, Worldwaker
( 5)
Legendary Planeswalker — Nissa
(3)
+1: Target land you control becomes a 4/4 Elemental creature with trample. It's still a land. +1: Untap up to four target Forests. −7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle. Those lands become 4/4 Elemental creatures with trample. They're still lands.
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Phyrexian Awakening
( 3)
Enchantment
When Phyrexian Awakening enters, incubate 4. (Create an Incubator token with four +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control have vigilance.
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Priest of the Wakening Sun
( 1)
Creature — Human Cleric
(1/1)
At the beginning of your upkeep, you may reveal a Dinosaur card from your hand. If you do, you gain 2 life. , Sacrifice Priest of the Wakening Sun: Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle.
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Prismwake Merrow
( 3)
Creature — Merfolk Wizard
(2/1)
Flash When Prismwake Merrow enters, target permanent becomes the color or colors of your choice until end of turn.
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Raiders' Wake
( 4)
Enchantment
Whenever an opponent discards a card, that player loses 2 life. Raid — At the beginning of your end step, if you attacked this turn, target opponent discards a card.
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Rith, the Awakener
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay . If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.
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Rude Awakening
( 5)
Sorcery
Choose one — • Untap all lands you control. • Until end of turn, lands you control become 2/2 creatures that are still lands. Entwine (Choose both if you pay the entwine cost.)
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Ruin in Their Wake
( 2)
Sorcery
Devoid (This card has no color.) Search your library for a basic land card and reveal it. You may put that card onto the battlefield tapped if you control a land named Wastes. Otherwise, put that card into your hand. Then shuffle.
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Startled Awake
( 4)
Sorcery
Target opponent mills thirteen cards. : Put Startled Awake from your graveyard onto the battlefield transformed. Activate only as a sorcery.
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Sylvan Awakening
( 3)
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
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Taii Wakeen, Perfect Shot
( 2)
Legendary Creature — Human Mercenary
(2/3)
Whenever a source you control deals noncombat damage to a creature equal to that creature's toughness, draw a card. , : If a source you control would deal noncombat damage to a permanent or player this turn, it deals that much damage plus X instead.
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Thunderkin Awakener
( 2)
Creature — Elemental Shaman
(1/2)
Haste Whenever Thunderkin Awakener attacks, choose target Elemental creature card in your graveyard with toughness less than Thunderkin Awakener's toughness. Return that card to the battlefield tapped and attacking. Sacrifice it at the beginning of the next end step.
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Valakut Awakening
( 3)
Instant
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
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Vihaan, Goldwaker
( 3)
Legendary Creature — Dwarf Warlock
(3/3)
Other outlaws you control have vigilance and haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
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Volcanic Awakening
( 6)
Sorcery
Destroy target land. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Wake of Destruction
( 6)
Sorcery
Destroy target land and all other lands with the same name as that land.
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Wake of Vultures
( 4)
Creature — Bird
(3/1)
Flying , Sacrifice a creature: Regenerate Wake of Vultures.
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Wake the Dead
( 2)
Instant
Cast this spell only during combat on an opponent's turn. Return X target creature cards from your graveyard to the battlefield. Sacrifice those creatures at the beginning of the next end step.
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Wake the Dragon
( 6)
Sorcery
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this creature deals combat damage to a player, gain control of target artifact that player controls." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wake the Past
( 7)
Sorcery
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
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Wake the Reflections
( 1)
Sorcery
Populate. (Create a token that's a copy of a creature token you control.)
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Wake Thrasher
( 3)
Creature — Merfolk Soldier
(1/1)
Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn.
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Wake to Slaughter
( 5)
Sorcery
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wakedancer
( 3)
Creature — Human Shaman
(2/2)
Morbid — When Wakedancer enters, if a creature died this turn, create a 2/2 black Zombie creature token.
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Wakening Sun's Avatar
( 8)
Creature — Dinosaur Avatar
(7/7)
When Wakening Sun's Avatar enters, if you cast it from your hand, destroy all non-Dinosaur creatures.
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Waker of Waves
( 7)
Creature — Whale
(7/7)
Creatures your opponents control get -1/-0. , Discard Waker of Waves: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Wakestone Gargoyle
( 4)
Creature — Gargoyle
(3/4)
Defender, flying : Creatures you control with defender can attack this turn as though they didn't have defender.
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Wildfire Awakener
( 3)
Creature — Human Wizard
(3/2)
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 Wildfire Awakener enters, create X 1/1 red Elemental creature tokens with "Whenever this creature becomes tapped, it deals 1 damage to target player."
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Xander's Wake
( 2)
Enchantment
Whenever one or more creatures you control die, draft a card from Xander's Wake's spellbook. This ability triggers only once each turn.
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Zirda, the Dawnwaker
( 3)
Legendary Creature — Elemental Fox
(3/3)
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana. , : Target creature can't block this turn.
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