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Haldir, Lórien Lieutenant
( 1)
Legendary Creature — Elf Soldier
(0/0)
Haldir, Lórien Lieutenant enters the battlefield with X +1/+1 counters on it. Vigilance : Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.
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Halfdane
( 4)
Legendary Creature — Shapeshifter
(3/3)
At the beginning of your upkeep, change Halfdane's base power and toughness to the power and toughness of target creature other than Halfdane until the end of your next upkeep.
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Half-Elf Monk
( 4)
Creature — Human Elf Monk
(1/4)
Vigilance Stunning Strike — , : Tap target creature.
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Half-Squirrel, Half-
( 0)
Creature — Squirrel
(-1/-0)
Whenever a nontoken creature enters the battlefield, Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Halimar Excavator
( 2)
Creature — Human Wizard Ally
(1/3)
Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player mills X cards, where X is the number of Allies you control.
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Halimar Tidecaller
( 3)
Creature — Human Wizard Ally
(2/3)
When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
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Halimar Wavewatch
( 2)
Creature — Merfolk Soldier
(0/3)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Hall Monitor
( 1)
Creature — Lizard Shaman
(1/1)
Haste , : Target creature can't block this turn.
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Hallar, the Firefletcher
( 3)
Legendary Creature — Elf Archer
(3/3)
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
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Hallowed Healer
( 3)
Creature — Human Cleric
(1/1)
: Prevent the next 2 damage that would be dealt to any target this turn. Threshold — : Prevent the next 4 damage that would be dealt to any target this turn. Activate only if seven or more cards are in your graveyard.
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Hallowed Priest
( 2)
Creature — Human Cleric
(1/1)
Whenever you gain life, put a +1/+1 counter on Hallowed Priest.
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Hallowed Spiritkeeper
( 3)
Creature — Avatar
(3/2)
Vigilance When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
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Halo Forager
( 3)
Creature — Faerie Rogue
(3/1)
Flying When Halo Forager enters the battlefield, you may pay . When you do, you may cast target instant or sorcery card with mana value X from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
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Halo Hopper
( 3)
Artifact Creature — Frog
(3/2)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
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Halo Hunter
( 5)
Creature — Demon
(6/3)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Halo Hunter enters the battlefield, destroy target Angel.
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Halo Scarab
( 2)
Artifact Creature — Insect
(2/1)
, Exile Halo Scarab from your graveyard: Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Halo-Charged Skaab
( 5)
Creature — Zombie
(4/4)
When Halo-Charged Skaab enters the battlefield, each player mills two cards. Then you may put an instant, sorcery, 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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Halsin, Emerald Archdruid
( 4)
Legendary Creature — Elf Druid
(2/4)
: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types. Choose a Background (You can have a Background as a second commander.)
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Halvar, God of Battle
( 4)
Legendary Creature — God
(4/4)
Creatures you control that are enchanted or equipped have double strike. At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
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Hama Pashar, Ruin Seeker
( 3)
Legendary Creature — Human Wizard
(2/3)
Room abilities of dungeons you own trigger an additional time.
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Hamlet Captain
( 2)
Creature — Human Warrior
(2/2)
Whenever Hamlet Captain attacks or blocks, other Humans you control get +1/+1 until end of turn.
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Hamlet Glutton
( 7)
Creature — Giant
(6/6)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) This spell costs less to cast if it's bargained. Trample When Hamlet Glutton enters the battlefield, you gain 3 life.
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Hamlet Vanguard
( 3)
Creature — Human Warrior
(1/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Hamlet Vanguard enters the battlefield with two +1/+1 counters on it for each other nontoken Human you control.
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Hamletback Goliath
( 7)
Creature — Giant Warrior
(6/6)
Whenever another creature enters the battlefield, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
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Hammer Dropper
( 4)
Creature — Giant Soldier
(5/2)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Hammer Jammer
( 4)
Creature — Goblin Warrior
(0/0)
As Hammer Jammer enters the battlefield, roll a six-sided die. Hammer Jammer enters the battlefield with a number of +1/+1 counters on it equal to the result. Whenever you roll a die, remove all +1/+1 counters from Hammer Jammer, then put a number of +1/+1 counters on it equal to the result.
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Hammerfist Giant
( 6)
Creature — Giant Warrior
(5/4)
: Hammerfist Giant deals 4 damage to each creature without flying and each player.
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Hammerhead Shark
( 2)
Creature — Shark
(2/3)
Hammerhead Shark can't attack unless defending player controls an Island.
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Hammerheim Deadeye
( 4)
Creature — Giant Warrior
(3/3)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Hammerheim Deadeye enters the battlefield, destroy target creature with flying.
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Hammers of Moradin
( 3)
Creature — Dwarf Cleric
(3/3)
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.) Whenever Hammers of Moradin attacks, for each opponent, tap up to one target creature that player controls.
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Hamza, Guardian of Arashin
( 6)
Legendary Creature — Elephant Warrior
(5/5)
This spell costs less to cast for each creature you control with a +1/+1 counter on it. Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
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Hana Kami
( 1)
Creature — Spirit
(1/1)
, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand.
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Hancock, Ghoulish Mayor
( 3)
Legendary Creature — Zombie Mutant Advisor
(2/1)
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor. Undying (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.)
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Hand of Cruelty
( 2)
Creature — Human Samurai
(2/2)
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Emrakul
( 9)
Creature — Eldrazi
(7/7)
You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent.)
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Hand of Honor
( 2)
Creature — Human Samurai
(2/2)
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Justice
( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Silumgar
( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hand of the Praetors
( 4)
Creature — Phyrexian Zombie
(3/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
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Hangar Scrounger
( 3)
Creature — Dwarf Pilot
(2/1)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
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Hangarback Walker
( 0)
Artifact Creature — Construct
(0/0)
Hangarback Walker enters the battlefield with X +1/+1 counters on it. When Hangarback Walker dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on Hangarback Walker. , : Put a +1/+1 counter on Hangarback Walker.
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Hanged Executioner
( 3)
Creature — Spirit
(1/1)
Flying When Hanged Executioner enters the battlefield, create a 1/1 white Spirit creature token with flying. , Exile Hanged Executioner: Exile target creature.
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Hangman
( 1)
Creature — Human Villain
(1/1)
As Hangman enters the battlefield, secretly note a word with six to eight letters. : Target player who doesn't control Hangman guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on Hangman. Any player may activate this ability. When a player guesses the noted word or all of its letters, sacrifice Hangman.
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Hans Eriksson
( 4)
Legendary Creature — Human Scout
(1/4)
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
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Hanweir Garrison
( 3)
Creature — Human Soldier
(2/3)
Whenever Hanweir Garrison attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
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Hanweir Lancer
( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Hanweir Lancer is paired with another creature, both creatures have first strike.
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Hanweir Militia Captain
( 2)
Creature — Human Soldier
(2/2)
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
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Hanweir Watchkeep
( 3)
Creature — Human Warrior Werewolf
(1/5)
Defender At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.
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Hanweir, the Writhing Township
( 0)
Legendary Creature — Eldrazi Ooze
(7/4)
Trample, haste Whenever Hanweir, the Writhing Township attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
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Hapatra, Vizier of Poisons
( 2)
Legendary Creature — Human Cleric
(2/2)
Whenever Hapatra, Vizier of Poisons deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
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Hapless Researcher
( 1)
Creature — Human Wizard
(1/1)
Sacrifice Hapless Researcher: Draw a card, then discard a card.
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Harabaz Druid
( 2)
Creature — Human Druid Ally
(0/1)
: Add X mana of any one color, where X is the number of Allies you control.
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Haradrim Spearmaster
( 3)
Creature — Human Warrior
(2/3)
Reach At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
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Harald, King of Skemfar
( 3)
Legendary Creature — Elf Warrior
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) When Harald, King of Skemfar enters the battlefield, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Harbin, Vanguard Aviator
( 2)
Legendary Creature — Human Soldier
(3/2)
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
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Harbinger of Night
( 4)
Creature — Spirit
(2/3)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
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Harbinger of Spring
( 5)
Creature — Spirit
(2/1)
Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Harbinger of the Hunt
( 5)
Creature — Dragon
(5/3)
Flying : Harbinger of the Hunt deals 1 damage to each creature without flying. : Harbinger of the Hunt deals 1 damage to each other creature with flying.
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Harbinger of the Tides
( 2)
Creature — Merfolk Wizard
(2/2)
You may cast Harbinger of the Tides as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When Harbinger of the Tides enters the battlefield, you may return target tapped creature an opponent controls to its owner's hand.
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Harbor Bandit
( 3)
Creature — Human Rogue
(2/2)
Harbor Bandit gets +1/+1 as long as you control an Island. : Harbor Bandit can't be blocked this turn.
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Harbor Guardian
( 4)
Creature — Gargoyle
(3/4)
Reach (This creature can block creatures with flying.) Whenever Harbor Guardian attacks, defending player may draw a card.
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Harbor Serpent
( 6)
Creature — Serpent
(5/5)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Harbor Serpent can't attack unless there are five or more Islands on the battlefield.
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Hardbristle Bandit
( 2)
Creature — Plant Rogue
(1/1)
: Add one mana of any color. Whenever you commit a crime, untap Hardbristle Bandit. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Hardened Berserker
( 3)
Creature — Human Berserker
(3/2)
Whenever Hardened Berserker attacks, the next spell you cast this turn costs less to cast.
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Hardy Veteran
( 2)
Creature — Human Warrior
(2/2)
As long as it's your turn, Hardy Veteran gets +0/+2.
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Pollen-Shield Hare (Hare Raising)
( 1)
Sorcery — Adventure
Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.
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Harmattan Efreet
( 4)
Creature — Efreet
(2/2)
Flying : Target creature gains flying until end of turn.
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Harmonic Prodigy
( 2)
Creature — Human Wizard
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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Harmonic Sliver
( 3)
Creature — Sliver
(1/1)
All Slivers have "When this permanent enters the battlefield, destroy target artifact or enchantment."
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Harmonious Archon
( 6)
Creature — Archon
(4/5)
Flying Non-Archon creatures have base power and toughness 3/3. When Harmonious Archon enters the battlefield, create two 1/1 white Human creature tokens.
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Harnessed Snubhorn
( 4)
Creature — Dinosaur
(2/5)
Vigilance Whenever Harnessed Snubhorn deals combat damage to a player, return target artifact or enchantment card from your graveyard to the battlefield.
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Harold and Bob, First Numens
( 3)
Legendary Creature — Treefolk Mutant
(3/3)
Vigilance, reach When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ‘: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
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Harper Recruiter
( 3)
Creature — Human Warrior
(3/1)
Flying Whenever Harper Recruiter attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order.
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Harpoon Sniper
( 3)
Creature — Merfolk Archer
(2/2)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
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Harried Dronesmith
( 4)
Creature — Human Artificer
(2/3)
At the beginning of combat on your turn, create a 1/1 colorless Thopter artifact creature token with flying. It gains haste until end of turn. Sacrifice it at the beginning of your next end step.
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Harried Spearguard
( 1)
Creature — Human Soldier
(1/1)
Haste When Harried Spearguard dies, create a 1/1 black Rat creature token with "This creature can't block."
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Harrier Griffin
( 6)
Creature — Griffin
(3/3)
Flying At the beginning of your upkeep, tap target creature.
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Harrier Strix
( 1)
Creature — Bird
(1/1)
Flying When Harrier Strix enters the battlefield, tap target permanent. : Draw a card, then discard a card.
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Harsh Deceiver
( 4)
Creature — Spirit
(1/4)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Activate only once each turn.
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Harsh Mentor
( 2)
Creature — Human Cleric
(2/2)
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, Harsh Mentor deals 2 damage to that player.
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Haru-Onna
( 4)
Creature — Spirit
(2/1)
When Haru-Onna enters the battlefield, draw a card. Whenever you cast a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand.
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Haruspex
( 4)
Creature — Tyranid
(2/2)
Rapacious Hunger — Whenever another creature dies, put a +1/+1 counter on Haruspex. Devouring Monster — , Remove X +1/+1 counters from Haruspex: Add X mana of any one color.
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Reaper of Night (Harvest Fear)
( 4)
Sorcery — Adventure
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
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Harvest Gwyllion
( 4)
Creature — Hag
(2/4)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Harvest Hand
( 3)
Artifact Creature — Scarecrow
(2/2)
When Harvest Hand dies, return it to the battlefield transformed under your control.
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Harvest Mage
( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount.
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Harvest Wurm
( 2)
Creature — Wurm
(3/2)
When Harvest Wurm enters the battlefield, sacrifice it unless you return a basic land card from your graveyard to your hand.
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Harvester Druid
( 2)
Creature — Human Druid
(1/1)
: Add one mana of any color that a land you control could produce.
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Harvester of Misery
( 5)
Creature — Spirit
(5/4)
Menace When Harvester of Misery enters the battlefield, other creatures get -2/-2 until end of turn. , Discard Harvester of Misery: Target creature gets -2/-2 until end of turn.
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Harvester of Souls
( 6)
Creature — Demon
(5/5)
Deathtouch Whenever another nontoken creature dies, you may draw a card.
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Harvester Troll
( 4)
Creature — Troll
(2/3)
When Harvester Troll enters the battlefield, you may sacrifice a creature or land. If you do, put two +1/+1 counters on Harvester Troll.
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