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Aim High
( 2)
Instant
Untap target creature. It gets +2/+2 and gains reach until end of turn. (It can block creatures with flying.)
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Angelic Chorus
( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
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Angelic Gift
( 2)
Enchantment — Aura
Enchant creature When Angelic Gift enters, draw a card. Enchanted creature has flying.
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Apocalypse Hydra
( 2)
Creature — Hydra
(0/0)
Apocalypse Hydra enters with X +1/+1 counters on it. If X is 5 or more, it enters with an additional X +1/+1 counters on it. , Remove a +1/+1 counter from Apocalypse Hydra: It deals 1 damage to any target.
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Arcane Artisan
( 3)
Creature — Human Wizard
(0/3)
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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Archfiend of Despair
( 8)
Creature — Demon
(6/6)
Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
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Archon of Valor's Reach
( 6)
Creature — Archon
(5/6)
Flying, vigilance, trample As Archon of Valor's Reach enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
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Arena Rector
( 4)
Creature — Human Cleric
(1/2)
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
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Assassinate
( 3)
Sorcery
Destroy target tapped creature.
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Assassin's Strike
( 6)
Sorcery
Destroy target creature. Its controller discards a card.
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Auger Spree
( 3)
Instant
Target creature gets +4/-4 until end of turn.
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Aurora Champion
( 3)
Creature — Elf Warrior
(3/2)
Whenever Aurora Champion attacks, if your team controls another Warrior, tap target creature.
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Azra Bladeseeker
( 3)
Creature — Azra Warrior
(3/2)
When Azra Bladeseeker enters, each player on your team may discard a card, then each player who discarded a card this way draws a card.
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Azra Oddsmaker
( 3)
Creature — Azra Warrior
(3/3)
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
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Battle Mastery
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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Battle Rampart
( 3)
Creature — Wall
(1/3)
Defender : Target creature gains haste until end of turn.
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Battle-Rattle Shaman
( 4)
Creature — Goblin Shaman
(2/2)
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
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Beast Within
( 3)
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
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Benthic Giant
( 6)
Creature — Giant
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Blaring Captain
( 4)
Creature — Azra Warrior
(2/2)
Partner with Blaring Recruiter (When this creature enters, target player may put Blaring Recruiter into their hand from their library, then shuffle.) Whenever Blaring Captain attacks, attacking Warriors get +1/+1 until end of turn.
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Blaring Recruiter
( 4)
Creature — Elf Warrior
(2/2)
Partner with Blaring Captain (When this creature enters, target player may put Blaring Captain into their hand from their library, then shuffle.) : Create a 1/1 white Warrior creature token.
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Blaze
( 1)
Sorcery
Blaze deals X damage to any target.
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Blood Feud
( 6)
Sorcery
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
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Bloodborn Scoundrels
( 6)
Creature — Vampire Rogue
(4/4)
Assist (Another player can pay up to of this spell's cost.) When Bloodborn Scoundrels enters, target opponent loses 2 life and you gain 2 life.
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Boldwyr Intimidator
( 7)
Creature — Giant Warrior
(5/5)
Cowards can't block Warriors. : Target creature becomes a Coward until end of turn. : Target creature becomes a Warrior until end of turn.
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Bonus Round
( 3)
Sorcery
Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.
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Borderland Marauder
( 2)
Creature — Human Warrior
(1/2)
Whenever Borderland Marauder attacks, it gets +2/+0 until end of turn.
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Bountiful Promenade
( 0)
Land
Bountiful Promenade enters tapped unless you have two or more opponents. : Add or .
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Brightling
( 3)
Creature — Shapeshifter
(3/3)
: Brightling gains vigilance until end of turn. : Brightling gains lifelink until end of turn. : Return Brightling to its owner's hand. : Brightling gets +1/-1 or -1/+1 until end of turn.
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Bring Down
( 4)
Sorcery
Assist (Another player can pay up to of this spell's cost.) Destroy target creature with power 4 or greater.
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Bull-Rush Bruiser
( 4)
Creature — Minotaur Warrior
(4/3)
Whenever Bull-Rush Bruiser attacks, if your team controls another Warrior, Bull-Rush Bruiser gains first strike until end of turn.
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Call to Heel
( 2)
Instant
Return target creature to its owner's hand. Its controller draws a card.
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Canopy Spider
( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Centaur Healer
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Healer enters, you gain 3 life.
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Chain Lightning
( 1)
Sorcery
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
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Chakram Retriever
( 5)
Creature — Elemental Dog
(2/4)
Partner with Chakram Slinger (When this creature enters, target player may put Chakram Slinger into their hand from their library, then shuffle.) Whenever you cast a spell during your turn, untap target creature.
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Chakram Slinger
( 5)
Creature — Human Warrior
(2/4)
Partner with Chakram Retriever (When this creature enters, target player may put Chakram Retriever into their hand from their library, then shuffle.) , : Chakram Slinger deals 2 damage to target player or planeswalker.
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Champion of Arashin
( 4)
Creature — Dog Warrior
(3/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Charging Binox
( 8)
Creature — Beast
(7/5)
Assist (Another player can pay up to of this spell's cost.) Trample
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Charging Rhino
( 5)
Creature — Rhino
(4/4)
Charging Rhino can't be blocked by more than one creature.
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Cheering Fanatic
( 2)
Creature — Goblin
(2/2)
Whenever Cheering Fanatic attacks, choose a card name. Spells with the chosen name cost less to cast this turn.
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Claustrophobia
( 3)
Enchantment — Aura
Enchant creature When Claustrophobia enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Combo Attack
( 3)
Sorcery
Two target creatures your team controls each deal damage equal to their power to target creature.
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Consulate Skygate
( 2)
Artifact Creature — Wall
(0/4)
Defender Reach (This creature can block creatures with flying.)
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Coralhelm Guide
( 2)
Creature — Merfolk Scout Ally
(2/1)
: Target creature can't be blocked this turn.
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Culling Dais
( 2)
Artifact
, Sacrifice a creature: Put a charge counter on Culling Dais. , Sacrifice Culling Dais: Draw a card for each charge counter on Culling Dais.
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Daggerback Basilisk
( 3)
Creature — Basilisk
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Daggerdrome Imp
( 2)
Creature — Imp
(1/1)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Decorated Champion
( 2)
Creature — Elf Warrior
(2/2)
Whenever another Warrior your team controls enters, put a +1/+1 counter on Decorated Champion.
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Diabolic Intent
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Search your library for a card, put that card into your hand, then shuffle.
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Dinrova Horror
( 6)
Creature — Horror
(4/4)
When Dinrova Horror enters, return target permanent to its owner's hand, then that player discards a card.
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Doomed Dissenter
( 2)
Creature — Human
(1/1)
When Doomed Dissenter dies, create a 2/2 black Zombie creature token.
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Doomed Traveler
( 1)
Creature — Human Soldier
(1/1)
When Doomed Traveler dies, create a 1/1 white Spirit creature token with flying.
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Doubling Season
( 5)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
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Dragon Breath
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has haste. : Enchanted creature gets +1/+0 until end of turn. When a creature with mana value 6 or greater enters, you may return Dragon Breath from your graveyard to the battlefield attached to that creature.
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Dragon Hatchling
( 2)
Creature — Dragon
(0/1)
Flying : Dragon Hatchling gets +1/+0 until end of turn.
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Dwarven Lightsmith
( 6)
Creature — Dwarf Cleric
(3/4)
Assist (Another player can pay up to of this spell's cost.) When Dwarven Lightsmith enters, creatures your team controls get +1/+1 until end of turn.
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Eager Construct
( 2)
Artifact Creature — Construct
(2/2)
When Eager Construct enters, each player may scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Elvish Visionary
( 2)
Creature — Elf Shaman
(1/1)
When Elvish Visionary enters, draw a card.
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Ember Beast
( 3)
Creature — Beast
(3/4)
Ember Beast can't attack or block alone.
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Enduring Scalelord
( 6)
Creature — Dragon
(4/4)
Flying Whenever one or more +1/+1 counters are put on another creature you control, you may put a +1/+1 counter on Enduring Scalelord.
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Enthralling Victor
( 4)
Creature — Human Warrior
(3/2)
When Enthralling Victor enters, gain control of target creature an opponent controls with power 2 or less until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
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Expedite
( 1)
Instant
Target creature gains haste until end of turn. Draw a card.
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Expedition Raptor
( 5)
Creature — Bird
(2/2)
Flying When Expedition Raptor enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Eyeblight Assassin
( 3)
Creature — Elf Assassin
(2/2)
When Eyeblight Assassin enters, target creature an opponent controls gets -1/-1 until end of turn.
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Fan Favorite
( 4)
Creature — Human Rogue
(2/2)
Assist (Another player can pay up to of this spell's cost.) : Fan Favorite gets +1/+1 until end of turn. Any player may activate this ability.
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Feral Hydra
( 1)
Creature — Hydra Beast
(0/0)
Feral Hydra enters with X +1/+1 counters on it. : Put a +1/+1 counter on Feral Hydra. Any player may activate this ability.
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Fertile Ground
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Fertilid
( 3)
Creature — Elemental
(0/0)
Fertilid enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
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Fill with Fright
( 4)
Sorcery
Target player discards two cards. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Flamewave Invoker
( 3)
Creature — Goblin Mutant
(2/2)
: Flamewave Invoker deals 5 damage to target player or planeswalker.
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Fog Bank
( 2)
Creature — Wall
(0/2)
Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by this creature.
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Forest
( 0)
Basic Land — Forest
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Frost Lynx
( 3)
Creature — Elemental Cat
(2/2)
When Frost Lynx enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Fumble
( 2)
Instant
Return target creature to its owner's hand. Gain control of all Auras and Equipment that were attached to it, then attach them to another creature.
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Game Plan
( 6)
Sorcery
Assist (Another player can pay up to of this spell's cost.) Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Game Plan.
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Gang Up
( 1)
Instant
Assist (Another player can pay up to of this spell's cost. You choose the value of X.) Destroy target creature with power X or less.
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Generous Patron
( 3)
Creature — Elf Advisor
(1/4)
When Generous Patron enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) Whenever you put one or more counters on a creature you don't control, draw a card.
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Genesis Chamber
( 2)
Artifact
Whenever a nontoken creature enters, if Genesis Chamber is untapped, that creature's controller creates a 1/1 colorless Myr artifact creature token.
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Giant Growth
( 1)
Instant
Target creature gets +3/+3 until end of turn.
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Goblin Razerunners
( 4)
Creature — Goblin Warrior
(3/4)
, Sacrifice a land: Put a +1/+1 counter on Goblin Razerunners. At the beginning of your end step, you may have Goblin Razerunners deal damage equal to the number of +1/+1 counters on it to target player or planeswalker.
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Gorm the Great
( 4)
Legendary Creature — Giant Warrior
(2/7)
Partner with Virtus the Veiled (When this creature enters, target player may put Virtus into their hand from their library, then shuffle.) Vigilance Gorm the Great must be blocked if able, and Gorm must be blocked by two or more creatures if able.
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Greater Good
( 4)
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
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Grotesque Mutation
( 2)
Instant
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
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Grothama, All-Devouring
( 5)
Legendary Creature — Wurm
(10/8)
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring." When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
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Gwafa Hazid, Profiteer
( 3)
Legendary Creature — Human Rogue
(2/2)
, : Put a bribery counter on target creature you don't control. Its controller draws a card. Creatures with bribery counters on them can't attack or block.
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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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Huddle Up
( 3)
Sorcery
Assist (Another player can pay up to of this spell's cost.) Two target players each draw a card.
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Hunted Wumpus
( 4)
Creature — Beast
(6/6)
When Hunted Wumpus enters, each other player may put a creature card from their hand onto the battlefield.
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Impetuous Protege
( 3)
Creature — Human Warrior
(0/4)
Partner with Proud Mentor (When this creature enters, target player may put Proud Mentor into their hand from their library, then shuffle.) Whenever Impetuous Protege attacks, it gets +X/+0 until end of turn, where X is the greatest power among tapped creatures your opponents control.
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Impulse
( 2)
Instant
Look at the top four 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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Inner Demon
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types. When Inner Demon enters, all non-Demon creatures get -2/-2 until end of turn.
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