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Festerleech
( 1)
Creature — Zombie Leech
(1/1)
Whenever Festerleech deals combat damage to a player, you mill two cards. : Festerleech gets +2/+2 until end of turn. Activate only once each turn.
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Fevered Visions
( 3)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to that player.
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Feywild Visitor
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
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Field of Dreams
( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Fields of Summer
( 0)
Plane — Moag
Whenever a player casts a spell, that player may gain 2 life. Whenever chaos ensues, you may gain 10 life.
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Fiend Binder
( 4)
Creature — Human Soldier
(3/2)
Whenever Fiend Binder attacks, tap target creature defending player controls.
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Fiend of the Shadows
( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Fiendish Duo
( 6)
Creature — Devil
(5/5)
First strike If a source would deal damage to an opponent, it deals double that damage to that player instead.
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Fiendlash
( 2)
Artifact — Equipment
Equipped creature gets +2/+0 and has reach. Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. Equip
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Fiery Emancipation
( 6)
Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
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Fight or Flight
( 4)
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
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Fight Rigging
( 3)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
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Filigree Vector
( 4)
Artifact Creature — Phyrexian Construct
(1/1)
When Filigree Vector enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts. , , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Fill with Fright
( 4)
Sorcery
Target player discards two cards. 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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Filth
( 4)
Creature — Incarnation
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
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Final Punishment
( 5)
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
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Firbolg Flutist
( 6)
Creature — Giant Bard
(4/4)
Enthralling Performance — When Firbolg Flutist enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Fire and Brimstone
( 5)
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Fire Giant's Fury
( 2)
Sorcery
Target Giant you control gets +2/+2 and gains trample until end of turn. Whenever it deals combat damage to a player this turn, exile that many cards from the top of your library. Until the end of your next turn, you may play those cards.
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Fire Juggler
( 3)
Creature — Goblin Shaman
(2/2)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Fire Tempest
( 7)
Sorcery
Fire Tempest deals 6 damage to each creature and each player.
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Firefiend Elemental
( 4)
Creature — Elemental
(3/2)
Haste (This creature can attack and as soon as it comes under your control.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Fireglass Mentor
( 2)
Creature — Lizard Warlock
(2/1)
At the beginning of your second main phase, if an opponent lost life this turn, exile the top two cards of your library. Choose one of them. Until end of turn, you may play that card.
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Firemane Commando
( 4)
Creature — Angel Soldier
(4/3)
Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
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Fires of Mount Doom
( 3)
Legendary Enchantment
When Fires of Mount Doom enters, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature. : Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
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Firesong and Sunspeaker
( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firestorm Phoenix
( 6)
Creature — Phoenix
(3/2)
Flying If Firestorm Phoenix would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
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Firkraag, Cunning Instigator
( 5)
Legendary Creature — Dragon
(3/3)
Flying, haste Whenever one or more Dragons you control attack an opponent, goad target creature that player controls. Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag, Cunning Instigator and you draw a card.
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Fishliver Oil
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Fistful of Force
( 2)
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Fixed Point in Time
( 0)
Phenomenon
When you encounter Fixed Point in Time, until your next turn, if a player would planeswalk as a result of rolling the planar die, chaos ensues instead. (Then planeswalk away from this phenomenon.)
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Flailing Manticore
( 4)
Creature — Manticore
(3/3)
Flying, first strike : Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Ogre
( 3)
Creature — Ogre
(3/3)
: Flailing Ogre gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Ogre gets -1/-1 until end of turn. Any player may activate this ability.
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Flailing Soldier
( 1)
Creature — Human Soldier
(2/2)
: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability.
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Flame Jet
( 2)
Sorcery
Flame Jet deals 3 damage to target player or planeswalker. Cycling (, Discard this card: Draw a card.)
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Flame of Anor
( 3)
Instant
Choose one. If you control a Wizard as you cast this spell, you may choose two instead. • Target player draws two cards. • Destroy target artifact. • Flame of Anor deals 5 damage to target creature.
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Flame Rift
( 2)
Sorcery
Flame Rift deals 4 damage to each player.
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Flamebreak
( 3)
Sorcery
Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.
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Flameheart Werewolf
( 0)
Creature — Werewolf
(3/2)
Whenever Flameheart Werewolf blocks or becomes blocked by a creature, Flameheart Werewolf deals 2 damage to that creature. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Flameheart Werewolf.
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Flames of the Blood Hand
( 3)
Instant
Flames of the Blood Hand deals 4 damage to target player or planeswalker. The damage can't be prevented. If that player or that planeswalker's controller would gain life this turn, that player gains no life instead.
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Flames of the Raze-Boar
( 6)
Instant
Flames of the Raze-Boar deals 4 damage to target creature an opponent controls. Then Flames of the Raze-Boar deals 2 damage to each other creature that player controls if you control a creature with power 4 or greater.
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Flamescroll Celebrant
( 2)
Creature — Human Shaman
(2/1)
Whenever an opponent activates an ability that isn't a mana ability, Flamescroll Celebrant deals 1 damage to that player. : Flamescroll Celebrant gets +2/+0 until end of turn.
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Flameskull
( 3)
Creature — Skeleton
(3/1)
Flying Flameskull can't block. Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
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Flamespeaker's Will
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +1/+1. Whenever enchanted creature deals combat damage to a player, you may sacrifice Flamespeaker's Will. If you do, destroy target artifact.
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Flamewar, Streetwise Operative
( 0)
Legendary Artifact — Vehicle
(2/1)
Living metal (During your turn, this Vehicle is also a creature.) Menace, deathtouch Whenever Flamewar deals combat damage to a player, exile that many cards from the top of your library face down. Put an intel counter on each of them. Convert Flamewar.
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Flamewave Invoker
( 3)
Creature — Goblin Mutant
(2/2)
: Flamewave Invoker deals 5 damage to target player or planeswalker.
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Flaming Gambit
( 1)
Instant
Flaming Gambit deals X damage to target player or planeswalker. That player or that planeswalker's controller may choose a creature they control and have Flaming Gambit deal that damage to it instead. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flaxen Intruder
( 1)
Creature — Human Berserker
(1/2)
Whenever Flaxen Intruder deals combat damage to a player, you may sacrifice it. When you do, destroy target artifact or enchantment.
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Flay
( 4)
Sorcery
Target player discards a card at random. Then that player discards another card at random unless they pay .
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Flayer of Loyalties
( 10)
Creature — Eldrazi
(10/10)
When you cast this spell, gain control of target creature until end of turn. Untap that creature. Until end of turn, it has base power and toughness 10/10 and gains trample, annihilator 2, and haste. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) Trample
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Fleet Swallower
( 7)
Creature — Fish
(6/6)
Whenever Fleet Swallower attacks, target player mills half their library, rounded up.
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Fleeting Aven
( 3)
Creature — Bird Wizard
(2/2)
Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand.
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Fleeting Memories
( 3)
Enchantment
When Fleeting Memories enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, target player mills three cards.
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Flensermite
( 2)
Creature — Phyrexian Gremlin
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Flensing Raptor
( 3)
Creature — Phyrexian Bird
(2/2)
Flying Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Flensing Raptor enters, another target creature you control with toxic gets +1/+1 and gains flying until end of turn.
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Fleshbag Marauder
( 3)
Creature — Zombie Warrior
(3/1)
When Fleshbag Marauder enters, each player sacrifices a creature.
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Flesh-Eater Imp
( 4)
Creature — Phyrexian Imp
(2/2)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Sacrifice a creature: Flesh-Eater Imp gets +1/+1 until end of turn.
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Flint Golem
( 4)
Artifact Creature — Golem
(2/3)
Whenever Flint Golem becomes blocked, defending player mills three cards.
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Flitting Guerrilla
( 3)
Creature — Faerie Rogue
(2/2)
Flying When Flitting Guerrilla dies, each player mills two cards. Then you may exile Flitting Guerrilla. When you do, put target creature or battle card from your graveyard on top of your library. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
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Floodchaser
( 6)
Creature — Elemental
(0/0)
Floodchaser enters with six +1/+1 counters on it. Floodchaser can't attack unless defending player controls an Island. , Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.
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Floral Spuzzem
( 4)
Creature — Elemental
(2/2)
Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem assigns no combat damage this turn.
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Florian, Voldaren Scion
( 3)
Legendary Creature — Vampire Noble
(3/3)
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
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Flubs, the Fool
( 3)
Legendary Creature — Frog Scout
(0/5)
You may play an additional land on each of your turns. Whenever you play a land or cast a spell, draw a card if you have no cards in hand. Otherwise, discard a card.
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Flux
( 3)
Sorcery
Each player discards any number of cards, then draws that many cards. Draw a card.
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Flux Channeler
( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Fly
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
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Fodder Tosser
( 3)
Artifact
, Discard a card: Fodder Tosser deals 2 damage to target player or planeswalker.
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Font of Ire
( 2)
Enchantment
, Sacrifice Font of Ire: It deals 5 damage to target player or planeswalker.
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Font of Mythos
( 4)
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
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Font of Progress
( 1)
Artifact
Font of Progress enters with two oil counters on it. , : Target player mills X cards, where X is the number of oil counters on Font of Progress.
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For Each of You, a Gift
( 0)
Scheme
When you set this scheme in motion, for each opponent, create a 3/3 black Horror creature token that attacks that player each combat if able.
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Forbidden Ritual
( 4)
Sorcery
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent or discards a card. You may repeat this process any number of times.
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Forced Fruition
( 6)
Enchantment
Whenever an opponent casts a spell, that player draws seven cards.
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Foreboding Fruit
( 3)
Sorcery
Target player draws two cards and loses 2 life. Adamant — If at least three black mana was spent to cast this spell, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Foreboding Steamboat
( 5)
Artifact — Vehicle
(5/7)
When Foreboding Steamboat enters, each player chooses two nontoken, non-Vehicle creatures they control. Exile them until Foreboding Steamboat leaves the battlefield. Whenever Foreboding Steamboat attacks, put a card exiled with it into its owner's graveyard. If you do, investigate. Crew 2
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Forgeborn Phoenix
( 3)
Artifact Creature — — Equipment Phoenix
(2/2)
Flying Equipped creature has flying. Whenever Forgeborn Phoenix or equipped creature dies, it perpetually gains "Whenever an equipped creature you control deals combat damage to a player or planeswalker, return this card from your graveyard to battlefield tapped." Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Forget
( 2)
Sorcery
Target player discards two cards, then draws as many cards as they discarded this way.
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Forgotten Ancient
( 4)
Creature — Elemental
(0/3)
Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.
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Walk-In Closet // Forgotten Cellar (Forgotten Cellar)
( 5)
Enchantment — Room
When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead. (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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Formation
( 2)
Instant
Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) Draw a card at the beginning of the next turn's upkeep.
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Forsaken Crossroads
( 0)
Land
Forsaken Crossroads enters the battlefield tapped. As Forsaken Crossroads enters the battlefield, choose a color. When Forsaken Crossroads enters the battlefield, scry 1. If you weren't the starting player, you may untap Forsaken Crossroads instead. : Add one mana of the chosen color.
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Forsaken Wastes
( 3)
World Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses 1 life. Whenever Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life.
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Forth Eorlingas!
( 2)
Sorcery
Create X 2/2 red Human Knight creature tokens with trample and haste. Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.
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Fortunate Few
( 5)
Sorcery
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
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Fortune Teller's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You may look at the top card of your library any time. : Level 2 //Level_2// As long as you've cast a spell this turn, you may play cards from the top of your library. : Level 3 //Level_3// Spells you cast from anywhere other than your hand cost less to cast.
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Foul-Tongue Invocation
( 3)
Instant
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Target player sacrifices a creature. If you revealed a Dragon card or controlled a Dragon as you cast this spell, you gain 4 life.
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Founding the Third Path
( 2)
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 may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
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Fractured Identity
( 5)
Sorcery
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
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Francisco, Fowl Marauder
( 2)
Legendary Creature — Bird Pirate
(0/1)
Flying Francisco, Fowl Marauder can't block. Whenever one or more Pirates you control deal damage to a player, Francisco explores. Partner (You can have two commanders if both have partner.)
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Frankie Peanuts
( 4)
Legendary Creature — Elephant Rogue
(2/3)
At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn.
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Fraying Line
( 4)
Artifact
When Fraying Line enters, put a rope counter on target creature you control. At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile Fraying Line and each creature without a rope counter on it, then remove all rope counters from all creatures.
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Fraying Omnipotence
( 5)
Sorcery
Each player loses half their life, then discards half the cards in their hand, then sacrifices half the creatures they control. Round up each time.
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Fraying Sanity
( 3)
Enchantment — Aura Curse
Enchant player At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
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Free-for-All
( 4)
Enchantment
When Free-for-All enters, exile all creatures face down. At the beginning of each player's upkeep, that player chooses a card exiled with Free-for-All at random and puts it onto the battlefield. When Free-for-All leaves the battlefield, put all cards exiled with it into their owners' graveyards.
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Frenzied Gorespawn
( 5)
Creature — Horror
(4/4)
When Frenzied Gorespawn enters, for each opponent, goad target creature that player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Whenever one or more creatures attack one of your opponents, those creatures gain menace until end of turn.
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