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Aminatou's Augury
( 8)
Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Ampryn Tactician
( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters, creatures you control get +1/+1 until end of turn.
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Amy Pond
( 3)
Legendary Creature — Human
(2/2)
Partner with Rory Williams (When this creature enters, target player may put Rory into their hand from their library, then shuffle.) Whenever Amy Pond deals combat damage to a player, choose a suspended card you own and remove that many time counters from it. Doctor's companion (You can have two commanders if the other is the Doctor.)
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An Offer You Can't Refuse
( 1)
Instant
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
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An Unearthly Child
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Ana Sanctuary
( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Analyze the Pollen
( 1)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
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Anarchy
( 4)
Sorcery
Destroy all white permanents.
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Anax and Cymede
( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
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Anax and Cymede & Kynaios and Tiro (playtest)
( 5)
Legendary Creature — — Human Soldier
(3/8)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
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Anchor to Reality
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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Ancient Hydra
( 5)
Creature — Hydra
(5/1)
Fading 5 <I>(This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> , Remove a fade counter from Ancient Hydra: It deals 1 damage to any target.
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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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Angel of Destiny
( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
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Angel of Finality
( 4)
Creature — Angel
(3/4)
Flying When this creature enters, exile target player's graveyard.
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Angel of Fury
( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
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Angel of Glory's Rise
( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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Angel of Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters, you gain 3 life.
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Angel of Serenity
( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angel of Unity
( 2)
Creature — — Angel Cleric
(1/3)
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
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Angel of Vitality
( 3)
Creature — Angel
(2/2)
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
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Angelic Destiny
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand.
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Angrath's Fury
( 5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
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Animal Boneyard
( 3)
Enchantment — Aura
Enchant land Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animate Graveyard
( 5)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile Animate Graveyard.
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Animate Library
( 6)
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile Animate Library instead.
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Animate Spell (playtest)
( 1)
Enchantment — — Aura
Flash Enchant instant or sorcery spell on the stack When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
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Annex Sentry
( 3)
Artifact Creature — Phyrexian Cleric
(1/4)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Annex Sentry enters, exile target artifact or creature an opponent controls with mana value 3 or less until Annex Sentry leaves the battlefield.
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Annoyed Altisaur
( 7)
Creature — Dinosaur
(6/5)
Reach, trample 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.)
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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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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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Anya, Merciless Angel
( 5)
Legendary Creature — Angel
(4/4)
Flying Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half their starting life total. As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
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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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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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Apocalypse
( 5)
Sorcery
Exile all permanents. You discard your hand.
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Apocalypse Chime
( 2)
Artifact
, , Sacrifice Apocalypse Chime: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.
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Apocalypse Demon
( 6)
Creature — Demon
(*/*)
Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap Apocalypse Demon unless you sacrifice another creature.
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Apocalypse Hydra
( 2)
Creature — Hydra
(0/0)
Apocalypse Hydra enters with X +1/+1 counters on it. If X is 5 or more, it enters with an additional X +1/+1 counters on it. , Remove a +1/+1 counter from Apocalypse Hydra: It deals 1 damage to any target.
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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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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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Applied Biomancy
( 2)
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
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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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Aragorn, Company Leader
( 3)
Legendary Creature — Human Ranger
(3/3)
Whenever the Ring tempts you, if you chose a creature other than Aragorn, Company Leader as your Ring-bearer, put your choice of a counter from among first strike, vigilance, deathtouch, and lifelink on Aragorn. Whenever you put one or more counters on Aragorn, put one of each of those kinds of counters on up to one other target creature.
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Arcane Archery
( 3)
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn. You get a boon with "When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, reach counter, and trample counter on it."
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Arcane Epiphany
( 5)
Instant
This spell costs less to cast if you control a Wizard. Draw three cards.
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Arcane Laboratory
( 3)
Enchantment
Each player can't cast more than one spell each turn.
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Arcane Proxy
( 7)
Artifact Creature — Wizard
(4/3)
When Arcane Proxy enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to Arcane Proxy's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/1
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Arcane Spyglass
( 4)
Artifact
, , Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass. Remove three charge counters from Arcane Spyglass: Draw a card.
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Arcbound Hybrid
( 4)
Artifact Creature — Beast
(0/0)
Haste 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 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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Archangel Avacyn
( 5)
Legendary Creature — Angel
(4/4)
Flash Flying, vigilance When Archangel Avacyn enters, creatures you control gain indestructible until end of turn. When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
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Archelos, Lagoon Mystic
( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
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Archery Training
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has ": This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of Depravity
( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Archon of Cruelty
( 8)
Creature — Archon
(6/6)
Flying Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
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Archon's Glory
( 1)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
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Archway Angel
( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
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Archway Commons
( 0)
Land
Archway Commons enters tapped. When Archway Commons enters, sacrifice it unless you pay . : Add one mana of any color.
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Arcus Acolyte
( 2)
Creature — Human Cleric Archer
(2/2)
Reach, lifelink Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast .
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Virtue of Loyalty (Ardenvale Fealty)
( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Arid Archway
( 0)
Land — Desert
Arid Archway enters tapped. When Arid Archway enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add .
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon. −6: You get an emblem with "Creatures you control have haste and ‘: This creature deals damage equal to its power to any target.'"
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add . 0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Armament of Nyx
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
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Armillary Sphere
( 2)
Artifact
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Armored Skyhunter
( 4)
Creature — Cat Knight
(3/3)
Flying Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
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Armory Automaton
( 3)
Artifact Creature — Construct
(2/2)
Whenever Armory Automaton enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
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Armory Guard
( 4)
Creature — Giant Soldier
(2/5)
Armory Guard has vigilance as long as you control a Gate.
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Armory Mice
( 2)
Creature — Mouse
(3/1)
Celebration — Armory Mice gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Armory of Iroas
( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Armory Paladin
( 3)
Creature — Human Knight
(3/3)
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
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Armory Veteran
( 2)
Creature — Orc Warrior
(2/2)
As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
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Army Ants
( 3)
Creature — Insect
(1/1)
, Sacrifice a land: Destroy target land.
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Army of Allah
( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Arna Kennerüd, Skycaptain
( 5)
Legendary Creature — Human Knight
(4/4)
Flying, lifelink Ward—Discard a card. Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
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