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Caller of the Untamed
( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
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Callidus Assassin
( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have Callidus Assassin enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
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Callous Bloodmage
( 3)
Creature — Vampire Warlock
(2/1)
When Callous Bloodmage enters, choose one — • Create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life." • You draw a card and you lose 1 life. • Exile target player's graveyard.
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Callous Deceiver
( 3)
Creature — Spirit
(1/3)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate only once each turn.
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Callous Dismissal
( 2)
Sorcery
Return target nonland permanent to its owner's hand. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Callous Giant
( 6)
Creature — Giant
(4/4)
If a source would deal 3 or less damage to Callous Giant, prevent that damage.
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Callous Oppressor
( 3)
Creature — Octopus
(1/2)
You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor enters, an opponent chooses a creature type. : Gain control of target creature that isn't of the chosen type for as long as Callous Oppressor remains tapped.
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Callous Sell-Sword
( 2)
Creature — Human Soldier
(2/2)
Callous Sell-Sword enters with a +1/+1 counter on it for each creature that died under your control this turn.
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Callow Jushi
( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.
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Calming Licid
( 3)
Creature — Licid
(2/2)
, : Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect. Enchanted creature can't attack.
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Calming Verse
( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Caltrops
( 3)
Artifact
Whenever a creature attacks, Caltrops deals 1 damage to it.
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Camaraderie
( 6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
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Camel
( 1)
Creature — Camel
(0/1)
Banding (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 you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel.
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Camellia, the Seedmiser
( 3)
Legendary Creature — Squirrel Warlock
(3/3)
Menace Other Squirrels you control have menace. Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token. , Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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Camouflage
( 1)
Instant
Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
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Campaign of Vengeance
( 5)
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
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Campus Guide
( 2)
Artifact Creature — Golem
(2/1)
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Campus Renovation
( 5)
Sorcery
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Canal Courier
( 6)
Creature — Human Rogue
(3/5)
When Canal Courier enters, you become the monarch. Whenever Canal Courier and another creature attack different players, Canal Courier can't be blocked this combat.
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Canal Dredger
( 4)
Artifact Creature — Construct
(1/5)
Draft Canal Dredger face up. Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger. : Put target card from your graveyard on the bottom of your library.
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Candlegrove Witch
( 2)
Creature — Human Warlock
(2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlegrove Witch gains flying until end of turn.
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Candlekeep Sage
( 3)
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
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Candlelight Vigil
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
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Candlelit Cavalry
( 5)
Creature — Human Knight
(5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Candlelit Cavalry gains trample until end of turn.
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Candles' Glow
( 2)
Instant — Arcane
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Candles of Leng
( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Candlestick
( 1)
Artifact — Clue Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Sacrifice Candlestick: Draw a card. Equip
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Candletrap
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven — , Sacrifice Candletrap: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
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Candy Grapple
( 2)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets -3/-3 until end of turn. If this spell was bargained, that creature gets -5/-5 until end of turn instead.
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Candy Trail
( 1)
Artifact — Food Clue
When Candy Trail enters, scry 2. , , Sacrifice Candy Trail: You gain 3 life and draw a card.
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Canker Abomination
( 4)
Creature — Treefolk Horror
(6/6)
As Canker Abomination enters, choose an opponent. Canker Abomination enters with a -1/-1 counter on it for each creature that player controls.
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Cankerbloom
( 2)
Creature — Phyrexian Fungus
(3/2)
, Sacrifice Cankerbloom: Choose one — • Destroy target artifact. • Destroy target enchantment. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Cannibalize
( 2)
Sorcery
Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other.
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Canonized in Blood
( 2)
Enchantment
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.) , Sacrifice Canonized in Blood: Create a 4/3 white and black Vampire Demon creature token with flying.
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Canoptek Scarab Swarm
( 4)
Artifact Creature — Insect
(1/1)
Flying Feeder Mandibles — When Canoptek Scarab Swarm enters, exile target player's graveyard. For each artifact or land card exiled this way, create a 1/1 colorless Insect artifact creature token with flying.
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Canoptek Spyder
( 5)
Artifact Creature — Spider
(4/4)
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
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Canoptek Tomb Sentinel
( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When Canoptek Tomb Sentinel enters from a graveyard, exile up to one target nonland permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Canoptek Wraith
( 3)
Artifact Creature — Wraith
(2/1)
Wraith Form — Canoptek Wraith can't be blocked. Transdimensional Scout — When Canoptek Wraith deals combat damage to a player, you may pay and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
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Canopy Baloth
( 4)
Creature — Beast
(4/3)
Landfall — Whenever a land you control enters, Canopy Baloth gets +2/+2 until end of turn.
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Canopy Claws
( 1)
Instant
Target creature loses flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Canopy Cover
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control.
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Canopy Crawler
( 4)
Creature — Beast
(2/2)
Amplify 1 <I>(As this creature enters, put a +1/+1 counter on it for each Beast card you reveal in your hand.)</I> : Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler.
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Canopy Dragon
( 6)
Creature — Dragon
(4/4)
Trample : Canopy Dragon gains flying and loses trample until end of turn.
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Canopy Spider
( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Canopy Stalker
( 4)
Creature — Cat
(4/2)
Canopy Stalker must be blocked if able. When Canopy Stalker dies, you gain 1 life for each creature that died this turn.
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Canopy Surge
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
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Canopy Vista
( 0)
Land — Forest Plains
(: Add or .) Canopy Vista enters tapped unless you control two or more basic lands.
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Can't Quite Recall (playtest)
( 1)
Instant
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.) Target player draws three cards.
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Can't Stay Away
( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Cantivore
( 3)
Creature — Lhurgoyf
(*/*)
Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
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Canyon Crab
( 2)
Creature — Crab
(0/5)
: Canyon Crab gets +2/-2 until end of turn. At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
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Canyon Drake
( 4)
Creature — Drake
(1/2)
Flying , Discard a card at random: Canyon Drake gets +2/+0 until end of turn.
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Canyon Jerboa
( 3)
Creature — Mouse
(1/2)
Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.
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Canyon Wildcat
( 2)
Creature — Cat
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cao Cao, Lord of Wei
( 5)
Legendary Creature — Human Soldier
(3/3)
: Target opponent discards two cards. Activate only during your turn, before attackers are declared.
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Cao Ren, Wei Commander
( 4)
Legendary Creature — Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Cao Ren, Wei Commander enters, you lose 3 life.
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Caparocti Sunborn
( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Capashen Knight
( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.) : Capashen Knight gets +1/+0 until end of turn.
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Capashen Standard
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. , Sacrifice Capashen Standard: Draw a card.
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Capashen Templar
( 3)
Creature — Human Knight
(2/2)
: Capashen Templar gets +0/+1 until end of turn.
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Capenna Express
( 4)
Artifact — Vehicle
(6/6)
Sacrifice a Treasure: Capenna Express becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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capital offense
( 4)
instant
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
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Capital Punishment
( 6)
Sorcery
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature of their choice for each death vote and discards a card for each taxes vote.
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Caprichrome
( 4)
Artifact Creature — Goat
(2/2)
Flash Vigilance Devour artifact 1 (As this enters, you may sacrifice any number of artifacts. This creature enters with that many +1/+1 counters on it.)
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Capricious Efreet
( 6)
Creature — Efreet
(6/4)
At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random.
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Capricious Hellraiser
( 6)
Creature — Phyrexian Dragon
(4/4)
This spell costs less to cast if you have nine or more cards in your graveyard. Flying When Capricious Hellraiser enters, exile three cards at random from your graveyard. Choose a noncreature, nonland card from among them and copy it. You may cast the copy without paying its mana cost.
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Capricious Sliver
( 4)
Creature — Sliver
(3/3)
Sliver creatures you control have "Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn."
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Capricious Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Capricious Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Capricopian
( 1)
Creature — Goat Hydra
(0/0)
Capricopian enters with X +1/+1 counters on it. : Put a +1/+1 counter on Capricopian, then you may reselect which player Capricopian is attacking. Only the player Capricopian is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
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Capsize
( 3)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand.
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Captain Eberhart
( 2)
Legendary Creature — — Human Soldier
(1/1)
Double strike Spells cast from among cards you drew this turn cost less to cast. Spells cast from among cards your opponents drew this turn cost more to cast.
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Captain Lannery Storm
( 3)
Legendary Creature — Human Pirate
(2/2)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
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Captain N'ghathrod
( 5)
Legendary Creature — Horror Pirate
(3/6)
Horrors you control have menace. Whenever a Horror you control deals combat damage to a player, that player mills that many cards. At the beginning of your end step, choose target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
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Captain of the Mists
( 3)
Creature — Human Wizard
(2/3)
Whenever another Human you control enters, untap Captain of the Mists. , : You may tap or untap target permanent.
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Captain of the Watch
( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters, create three 1/1 white Soldier creature tokens.
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Captain of Umbar
( 3)
Creature — Human Pirate
(2/3)
, : Draw a card, then discard a card.
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Captain Rex Nebula
( 3)
Legendary Creature — Human Pilot Employee
(2/2)
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
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Captain Ripley Vance
( 3)
Legendary Creature — Human Pirate
(3/2)
Whenever you cast your third spell each turn, put a +1/+1 counter on Captain Ripley Vance, then it deals damage equal to its power to any target.
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Captain Sisay
( 4)
Legendary Creature — Human Soldier
(2/2)
: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle.
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Captain Storm, Cosmium Raider
( 2)
Legendary Creature — Human Pirate
(2/2)
Whenever an artifact you control enters, put a +1/+1 counter on target Pirate you control.
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Captain Vargus Wrath
( 2)
Legendary Creature — Orc Pirate
(1/1)
Whenever Captain Vargus Wrath attacks, Pirates you control get +1/+1 until end of turn for each time you've cast a commander from the command zone this game.
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Captain's Call
( 4)
Sorcery
Create three 1/1 white Soldier creature tokens.
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Captain's Claws
( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip
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Captain's Hook
( 3)
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent. Equip
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Captain's Maneuver
( 2)
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
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