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Applied Aeronautics
( 0)
Artifact — Contraption
Whenever you crank Applied Aeronautics, until end of turn, target creature gets +1/+0, gains flying, and becomes an artifact in addition to its other types.
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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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Apprentice Sharpshooter
( 3)
Creature — Human Archer
(1/4)
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
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Aquamoeba
( 2)
Creature — Elemental Beast
(1/3)
Discard a card: Switch Aquamoeba's power and toughness until end of turn.
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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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Aquastrand Spider
( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Aquatic Alchemist
( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Sea Hag (Aquatic Ingress)
( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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Aqueous Form
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Aquitect's Will
( 1)
Kindred Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
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Araba Mothrider
( 2)
Creature — Human Samurai
(1/1)
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Arachnoform
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
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Arachnoid Adaptation
( 1)
Instant
Target creature gets +2/+2 and gains reach until end of turn. Untap it.
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Arachnus Web
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
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Aradara Express
( 5)
Artifact — Vehicle
(8/6)
Menace Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Arashin Cleric
( 2)
Creature — Human Cleric
(1/3)
When Arashin Cleric enters, you gain 3 life.
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Arbor Armament
( 1)
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn.
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Arbor Elf
( 1)
Creature — Elf Druid
(1/1)
: Untap target Forest.
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Arborea Pegasus
( 4)
Creature — Pegasus
(2/3)
Flying When Arborea Pegasus enters, target creature gets +1/+1 and gains flying until end of turn.
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Arboreal Grazer
( 1)
Creature — Sloth Beast
(0/3)
Reach When Arboreal Grazer enters, you may put a land card from your hand onto the battlefield tapped.
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Arc Lightning
( 3)
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
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Arc Runner
( 3)
Creature — Elemental Ox
(5/1)
Haste (This creature can attack and as soon as it comes under your control.) At the beginning of the end step, sacrifice Arc Runner.
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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 Denial
( 2)
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
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Arcane Flight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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Arcane Investigator
( 2)
Creature — Elf Wizard
(2/1)
Search the Room — : Roll a d20. 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Arcane Signet
( 2)
Artifact
: Add one mana of any color in your commander's color identity.
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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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Arcane Subtraction
( 2)
Instant
Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Arcane Teachings
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
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Arcbound Bruiser
( 5)
Artifact Creature — Golem
(0/0)
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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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 Mouser
( 1)
Artifact Creature — Cat
(0/0)
Lifelink Modular 1 (This creature enters with a +1/+1 counter 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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Arcbound Slasher
( 5)
Artifact Creature — Cat
(0/0)
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
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Arcbound Stinger
( 2)
Artifact Creature — Insect
(0/0)
Flying Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Tracker
( 3)
Artifact Creature — Dog
(0/0)
Menace 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.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on Arcbound Tracker.
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Arcbound Wanderer
( 6)
Artifact Creature — Golem
(0/0)
Modular—Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Worker
( 1)
Artifact Creature — Construct
(0/0)
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archaeomancer
( 4)
Creature — Human Wizard
(1/2)
When Archaeomancer enters, return target instant or sorcery card from your graveyard to your hand.
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Archaeomender
( 3)
Creature — Human Wizard
(2/3)
When Archaeomender enters, return target artifact card from your graveyard to your hand.
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Archers of Qarsi
( 4)
Creature — Snake Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
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Archers' Parapet
( 2)
Creature — Wall
(0/5)
Defender , : Each opponent loses 1 life.
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Architects of Will
( 4)
Artifact Creature — Human Wizard
(3/3)
When Architects of Will enters, look at the top three cards of target player's library, then put them back in any order. Cycling (, Discard this card: Draw a card.)
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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 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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Arctic Foxes
( 2)
Creature — Fox
(1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
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Arctic Merfolk
( 2)
Creature — Merfolk
(1/1)
Kicker—Return a creature you control to its owner's hand. <I>(You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.)</I> If Arctic Merfolk was kicked, it enters with a +1/+1 counter on it.
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Arcum's Astrolabe
( 1)
Snow Artifact
( can be paid with one mana from a snow source.) When Arcum's Astrolabe enters, draw a card. , : Add one mana of any color.
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Ardent Electromancer
( 3)
Creature — Human Wizard
(3/2)
When Ardent Electromancer enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Ardent Elementalist
( 4)
Creature — Human Shaman
(2/1)
When Ardent Elementalist enters, return target instant or sorcery card from your graveyard to your hand.
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Ardent Recruit
( 1)
Creature — Human Soldier
(1/1)
Metalcraft — Ardent Recruit gets +2/+2 as long as you control three or more artifacts.
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Ardent Soldier
( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If Ardent Soldier was kicked, it enters with a +1/+1 counter on it.
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Ardenvale Paladin
( 4)
Creature — Human Knight
(2/5)
Adamant — If at least three white mana was spent to cast this spell, Ardenvale Paladin enters with a +1/+1 counter on it.
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Arena Athlete
( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn.
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Arena Trickster
( 4)
Creature — Human Shaman
(3/3)
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on Arena Trickster.
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Argivian Blacksmith
( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Cavalier
( 3)
Creature — Orc Knight
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When Argivian Cavalier enters, create a 1/1 white Soldier creature token.
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Argivian Phalanx
( 6)
Creature — Human Kor Soldier
(4/4)
This spell costs less to cast for each creature you control. Vigilance
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Argivian Restoration
( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argothian Opportunist
( 3)
Creature — Human Scout
(3/2)
When Argothian Opportunist enters, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
( 2)
Creature — Faerie
(2/1)
Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
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Argothian Sprite
( 2)
Creature — Faerie
(2/2)
Argothian Sprite can't be blocked by artifact creatures. : Put two +1/+1 counters on Argothian Sprite.
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Argothian Treefolk
( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.
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Arlinn's Wolf
( 3)
Creature — Wolf
(3/2)
Arlinn's Wolf can't be blocked by creatures with power 2 or less.
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Armadillo Cloak
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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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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Armed Response
( 3)
Instant
Armed Response deals damage to target attacking creature equal to the number of Equipment you control.
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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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Armor of Faith
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Shadows
( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
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Armor of Thorns
( 2)
Enchantment — Aura
You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armor Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures have ": This creature gets +0/+1 until end of turn."
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Armor Thrull
( 3)
Creature — Thrull
(1/3)
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
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Armored Kincaller
( 3)
Creature — Dinosaur
(3/3)
When Armored Kincaller enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
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Armored Skaab
( 3)
Creature — Zombie Warrior
(1/4)
When Armored Skaab enters, mill four cards.
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Armored Transport
( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
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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 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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Arms of Hadar
( 4)
Sorcery
Creatures target player controls get -2/-2 until end of turn.
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Army of Allah
( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Arnjlot's Ascent
( 3)
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.) : Target creature gains flying until end of turn.
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Arrest
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Arrester's Admonition
( 3)
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
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