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Elturel Survivors
( 4)
Creature — Tiefling Peasant
(0/4)
Trample, myriad (Whenever this creature 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.) As long as Elturel Survivors is attacking, it gets +X/+0, where X is the number of lands defending player controls.
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Elusive Otter
( 1)
Creature — Otter
(1/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Creatures with power less than Elusive Otter's power can't block it.
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Elusive Tormentor
( 4)
Creature — Vampire Wizard
(4/4)
, Discard a card: Transform Elusive Tormentor.
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Elven Chorus
( 4)
Enchantment
You may look at the top card of your library any time. You may cast creature spells from the top of your library. Creatures you control have ": Add one mana of any color."
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Elven Lyre
( 2)
Artifact
, , Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.
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Elven Riders
( 5)
Creature — Elf
(3/3)
Elven Riders can't be blocked except by Walls and/or creatures with flying.
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Elven Warhounds
( 4)
Creature — Dog
(2/2)
Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library.
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Elvish Archdruid
( 3)
Creature — Elf Druid
(2/2)
Other Elf creatures you control get +1/+1. : Add for each Elf you control.
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Elvish Archivist
( 2)
Creature — Elf Artificer
(0/1)
Whenever one or more artifacts you control enter, put two +1/+1 counters on Elvish Archivist. This ability triggers only once each turn. Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
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Elvish Champion
( 3)
Creature — Elf
(2/2)
Other Elf creatures get +1/+1 and have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
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Elvish Farmer
( 2)
Creature — Elf
(0/2)
At the beginning of your upkeep, put a spore counter on Elvish Farmer. Remove three spore counters from Elvish Farmer: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: You gain 2 life.
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Elvish Mariner
( 3)
Creature — Elf Pilot
(3/2)
Whenever Elvish Mariner attacks, scry 1. Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
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Elvish Piper
( 4)
Creature — Elf Shaman
(1/1)
, : You may put a creature card from your hand onto the battlefield.
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Elvish Reclaimer
( 1)
Creature — Elf Warrior
(1/2)
Elvish Reclaimer gets +2/+2 as long as there are three or more land cards in your graveyard. , , Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
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Elvish Soultiller
( 5)
Creature — Elf Mutant
(5/4)
When Elvish Soultiller dies, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library.
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Elvish Vanguard
( 2)
Creature — Elf Warrior
(1/1)
Whenever another Elf enters, put a +1/+1 counter on Elvish Vanguard.
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Elvish Warmaster
( 2)
Creature — Elf Warrior
(2/2)
Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn. : Elves you control get +2/+2 and gain deathtouch until end of turn.
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Embargo
( 4)
Enchantment
Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life.
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Ember Swallower
( 4)
Creature — Elemental
(4/5)
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Ember Swallower becomes monstrous, each player sacrifices three lands.
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Embereth Skyblazer
( 4)
Creature — Human Knight
(4/3)
During your turn, Embereth Skyblazer has flying. Whenever Embereth Skyblazer attacks, you may pay . If you do, creatures you control get +X/+0 until end of turn, where X is the number of opponents you have.
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Emberheart Challenger
( 2)
Creature — Mouse Warrior
(2/2)
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Valiant — Whenever Emberheart Challenger becomes the target of a spell or ability you control for the first time each turn, exile the top card of your library. Until end of turn, you may play that card.
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Embermaw Hellion
( 5)
Creature — Hellion
(4/5)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
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Emberwilde Caliph
( 4)
Creature — Djinn
(4/4)
Flying, trample Emberwilde Caliph attacks each combat if able. Whenever Emberwilde Caliph deals damage, you lose that much life.
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Emberwilde Captain
( 4)
Creature — Djinn Pirate
(4/2)
When Emberwilde Captain enters, you become the monarch. Whenever an opponent attacks you while you're the monarch, Emberwilde Captain deals damage to that player equal to the number of cards in their hand.
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Emberwilde Djinn
( 4)
Creature — Djinn
(5/4)
Flying At the beginning of each player's upkeep, that player may pay or 2 life. If the player does, they gain control of Emberwilde Djinn.
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Embrace the Unknown
( 3)
Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Embrose, Dean of Shadow
( 4)
Legendary Creature — Human Warlock
(4/4)
: Put a +1/+1 counter on another target creature, then Embrose, Dean of Shadow deals 2 damage to that creature. Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
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Emergent Woodwurm
( 7)
Creature — Wurm
(4/4)
Backup 3 (When this creature enters, put three +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Emeria Angel
( 4)
Creature — Angel
(3/3)
Flying Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
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Emeria Shepherd
( 7)
Creature — Angel
(4/4)
Flying Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
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Emeria, the Sky Ruin
( 0)
Land
Emeria, the Sky Ruin enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. : Add .
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Emissary Green
( 5)
Legendary Creature — Human Advisor
(3/3)
Whenever Emissary Green attacks, starting with you, each player votes for profit or security. You create a number of Treasure tokens equal to twice the number of profit votes. Put a number of +1/+1 counters on each creature you control equal to the number of security votes.
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Emissary of Grudges
( 6)
Creature — Efreet
(6/5)
Flying, haste As Emissary of Grudges enters, secretly choose an opponent. Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
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Emmara Tandris
( 7)
Legendary Creature — Elf Shaman
(5/7)
Prevent all damage that would be dealt to creature tokens you control.
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Emmara, Soul of the Accord
( 2)
Legendary Creature — Elf Cleric
(2/2)
Whenever Emmara, Soul of the Accord becomes tapped, create a 1/1 white Soldier creature token with lifelink.
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Emmessi Tome
( 4)
Artifact
, : Draw two cards, then discard a card.
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Emperor Crocodile
( 4)
Creature — Crocodile
(5/5)
When you control no other creatures, sacrifice Emperor Crocodile.
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Emperor Mihail II
( 3)
Legendary Creature — Merfolk Noble
(3/3)
You may look at the top card of your library any time. You may cast Merfolk spells from the top of your library. Whenever you cast a Merfolk spell, you may pay . If you do, create a 1/1 blue Merfolk creature token.
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Emperor of Bones
( 2)
Creature — Skeleton Noble
(2/2)
At the beginning of combat on your turn, exile up to one target card from a graveyard. : Adapt 2. Whenever one or more +1/+1 counters are put on Emperor of Bones, put a creature card exiled with Emperor of Bones onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
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Emperor's Vanguard
( 4)
Creature — Human Scout
(4/3)
Whenever Emperor's Vanguard deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Empowered Autogenerator
( 4)
Artifact
Empowered Autogenerator enters tapped. : Put a charge counter on Empowered Autogenerator. Add X mana of any one color, where X is the number of charge counters on Empowered Autogenerator.
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Empty the Catacombs
( 4)
Sorcery
Each player returns all creature cards from their graveyard to their hand.
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Empty the Laboratory
( 2)
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
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Empyrial Archangel
( 8)
Creature — Angel
(5/8)
Flying Shroud (This creature can't be the target of spells or abilities.) All damage that would be dealt to you is dealt to Empyrial Archangel instead.
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Empyrial Plate
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each card in your hand. Equip
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Empyrial Storm
( 6)
Sorcery
When you cast this spell, copy it for each time you've cast your commander from the command zone this game. Create a 4/4 white Angel creature token with flying.
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Emrakul's Evangel
( 3)
Creature — Human Horror
(3/2)
, Sacrifice Emrakul's Evangel and any number of other non-Eldrazi creatures: Create a 3/2 colorless Eldrazi Horror creature token for each creature sacrificed this way.
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Emry, Lurker of the Loch
( 3)
Legendary Creature — Merfolk Wizard
(1/2)
This spell costs less to cast for each artifact you control. When Emry, Lurker of the Loch enters, mill four cards. : Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
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Enchanted Evening
( 5)
Enchantment
All permanents are enchantments in addition to their other types.
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Enchanter's Bane
( 2)
Enchantment
At the beginning of your end step, target enchantment deals damage equal to its mana value to its controller unless that player sacrifices it.
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Encroaching Mycosynth
( 4)
Artifact
Nonland permanents you control are artifacts in addition to their other types. The same is true for permanent spells you control and nonland permanent cards you own that aren't on the battlefield.
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End Hostilities
( 5)
Sorcery
Destroy all creatures and all permanents attached to creatures.
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Endbringer
( 6)
Creature — Eldrazi
(5/5)
Untap Endbringer during each other player's untap step. : Endbringer deals 1 damage to any target. , : Target creature can't attack or block this turn. , : Draw a card.
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Endemic Plague
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.
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Endless Atlas
( 2)
Artifact
, : Draw a card. Activate only if you control three or more lands with the same name.
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Endless Cockroaches
( 3)
Creature — Insect
(1/1)
When Endless Cockroaches dies, return it to its owner's hand.
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Endless Detour
( 3)
Instant
The owner of target spell, nonland permanent, or card in a graveyard puts it on the top or bottom of their library.
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Endless Evil
( 3)
Enchantment — Aura
Enchant creature you control At the beginning of your upkeep, create a token that's a copy of enchanted creature, except the token is 1/1. When enchanted creature dies, if that creature was a Horror, return Endless Evil to its owner's hand.
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Endless Horizons
( 4)
Enchantment
When Endless Horizons enters, search your library for any number of Plains cards, exile them, then shuffle. At the beginning of your upkeep, you may put a card you own exiled with Endless Horizons into your hand.
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Endless One
( 0)
Creature — Eldrazi
(0/0)
Endless One enters with X +1/+1 counters on it.
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Endless Ranks of the Dead
( 4)
Enchantment
At the beginning of your upkeep, create X 2/2 black Zombie creature tokens, where X is half the number of Zombies you control, rounded down.
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Endless Swarm
( 8)
Sorcery
Create a 1/1 green Snake creature token for each card in your hand. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
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Endless Whispers
( 4)
Enchantment
Each creature has "When this creature dies, choose target opponent. That player puts this card from its owner's graveyard onto the battlefield under their control at the beginning of the next end step."
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Endless Wurm
( 5)
Creature — Wurm
(9/9)
Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment.
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Endling
( 4)
Creature — Zombie Shapeshifter
(3/3)
: Endling gains menace until end of turn. : Endling gains deathtouch until end of turn. : Endling gains undying until end of turn. (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) : Endling gets +1/-1 or -1/+1 until end of turn.
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End-Raze Forerunners
( 8)
Creature — Boar
(7/7)
Vigilance, trample, haste When End-Raze Forerunners enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
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Endrek Sahr, Master Breeder
( 5)
Legendary Creature — Human Wizard
(2/2)
Whenever you cast a creature spell, create X 1/1 black Thrull creature tokens, where X is that spell's mana value. When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.
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Enduring Courage
( 4)
Enchantment Creature — Dog Glimmer
(3/3)
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn. When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Curiosity
( 4)
Enchantment Creature — Cat Glimmer
(4/3)
Flash Whenever a creature you control deals combat damage to a player, draw a card. When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Ideal
( 7)
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
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Enduring Innocence
( 3)
Enchantment Creature — Sheep Glimmer
(2/1)
Lifelink Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn. When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Renewal
( 4)
Enchantment
Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
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Enduring Tenacity
( 4)
Enchantment Creature — Snake Glimmer
(4/3)
Whenever you gain life, target opponent loses that much life. When Enduring Tenacity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Enduring Vitality
( 3)
Enchantment Creature — Elk Glimmer
(3/3)
Vigilance Creatures you control have ": Add one mana of any color." When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
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Energizer
( 4)
Artifact Creature — Juggernaut
(2/2)
, : Put a +1/+1 counter on Energizer.
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Energy Bolt
( 2)
Sorcery
Choose one — • Energy Bolt deals X damage to target player or planeswalker. • Target player gains X life.
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Energy Field
( 2)
Enchantment
Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard from anywhere, sacrifice Energy Field.
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Energy Storm
( 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.) Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controllers' untap steps.
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Energy Vortex
( 5)
Enchantment
As Energy Vortex enters, choose an opponent. At the beginning of your upkeep, remove all vortex counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless they pay for each vortex counter on Energy Vortex. : Put X vortex counters on Energy Vortex. Activate only during your upkeep.
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Engineered Explosives
( 0)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) , Sacrifice Engineered Explosives: Destroy each nonland permanent with mana value equal to the number of charge counters on Engineered Explosives.
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Engulf the Shore
( 4)
Instant
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
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Engulfing Slagwurm
( 7)
Creature — Wurm
(7/7)
Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature's toughness.
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Enigma Sphinx
( 7)
Artifact Creature — Sphinx
(5/4)
Flying When Enigma Sphinx is put into your graveyard from the battlefield, put it into your library third from the top. 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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Enigma Thief
( 7)
Creature — Sphinx Rogue
(5/5)
Prowl (You may cast this spell for its prowl cost if you dealt combat damage to a player this turn with a Sphinx or Rogue.) Flying When Enigma Thief enters, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
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Enigmatic Incarnation
( 4)
Enchantment
At the beginning of your end step, you may sacrifice another enchantment. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed enchantment's mana value, put that card onto the battlefield, then shuffle.
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Enlightened Tutor
( 1)
Instant
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
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Enshrined Memories
( 1)
Sorcery
Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Ensnared by the Mara
( 4)
Sorcery
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
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Ensnaring Bridge
( 3)
Artifact
Creatures with power greater than the number of cards in your hand can't attack.
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Enter the Dungeon
( 2)
Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
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