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Abzan Advantage
  ( 2)
Instant
Target player sacrifices an enchantment of their choice. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Abzan Beastmaster
  ( 3)
Creature — Dog Shaman
(2/1)
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
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Abzan Kin-Guard
  ( 4)
Creature — Human Warrior
(3/3)
This creature has lifelink as long as you control a white or black permanent.
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Abzan Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has vigilance as long as you control a black or green permanent.
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Abzan Skycaptain
  ( 4)
Creature — Bird Soldier
(2/2)
Flying When this creature dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Ainok Guide
  ( 2)
Creature — Dog Scout
(1/1)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Alesha, Who Smiles at Death
  ( 3)
Legendary Creature — Human Warrior
(3/2)
First strike Whenever Alesha attacks, you may pay  . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
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Alesha's Vanguard
  ( 4)
Creature — Orc Warrior
(3/3)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush Krotiq
  ( 6)
Creature — Insect
(5/5)
Trample When this creature enters, return another creature you control to its owner's hand.
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Ancestral Vengeance
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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Arashin Cleric
  ( 2)
Creature — Human Cleric
(1/3)
When this creature enters, you gain 3 life.
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Arashin War Beast
   ( 7)
Creature — Beast
(6/6)
Whenever this creature deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Arcbond
  ( 3)
Instant
Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
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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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Archfiend of Depravity
   ( 5)
Creature — Demon
(5/4)
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
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Atarka, World Render
   ( 7)
Legendary Creature — Dragon
(6/4)
Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.
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Aven Surveyor
   ( 5)
Creature — Bird Scout
(2/2)
Flying When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Return target creature to its owner's hand.
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Battle Brawler
  ( 2)
Creature — Orc Warrior
(2/2)
As long as you control a red or white permanent, this creature gets +1/+0 and has first strike.
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Battlefront Krushok
  ( 5)
Creature — Beast
(3/4)
This creature can't be blocked by more than one creature. Each creature you control with a +1/+1 counter on it can't be blocked by more than one creature.
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Bloodfell Caves
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Bloodfire Enforcers
  ( 4)
Creature — Human Monk
(5/2)
This creature has first strike and trample as long as an instant card and a sorcery card are in your graveyard.
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Blossoming Sands
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Break Through the Line
  ( 2)
Enchantment
: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
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Brutal Hordechief
  ( 4)
Creature — Orc Warrior
(3/3)
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.   : Creatures your opponents control block this turn if able, and you choose how those creatures block.
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Cached Defenses
  ( 3)
Sorcery
Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)
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Channel Harm
  ( 6)
Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
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Citadel Siege
   ( 4)
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
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Cloudform
   ( 3)
Enchantment
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.
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Collateral Damage
 ( 1)
Instant
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
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Crux of Fate
   ( 5)
Sorcery
Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.
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Cunning Strike
   ( 5)
Instant
Cunning Strike deals 2 damage to target creature and 2 damage to target player or planeswalker. Draw a card.
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Daghatar the Adamant
  ( 4)
Legendary Creature — Human Warrior
(0/0)
Vigilance Daghatar enters with four +1/+1 counters on it.   : Move a +1/+1 counter from target creature onto a second target creature.
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Dark Deal
  ( 3)
Sorcery
Each player discards all the cards in their hand, then draws that many cards minus one.
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Defiant Ogre
  ( 6)
Creature — Ogre Warrior
(3/5)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Destroy target artifact.
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Destructor Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying When this creature dies, destroy target noncreature permanent.
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Diplomacy of the Wastes
  ( 3)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you control a Warrior, that player loses 2 life.
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Dismal Backwater
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Douse in Gloom
  ( 3)
Instant
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
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Dragon Bell Monk
  ( 3)
Creature — Human Monk
(2/2)
Vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Dragonrage
  ( 3)
Instant
Add for each attacking creature you control. Until end of turn, attacking creatures you control gain " : This creature gets +1/+0 until end of turn."
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Dragonscale General
  ( 4)
Creature — Human Warrior
(2/3)
At the beginning of your end step, bolster X, where X is the number of tapped creatures you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
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Dromoka, the Eternal
   ( 5)
Legendary Creature — Dragon
(5/5)
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Elite Scaleguard
  ( 5)
Creature — Human Soldier
(2/3)
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
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Ethereal Ambush
   ( 5)
Instant
Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Fascination
   ( 2)
Sorcery
Choose one — • Each player draws X cards. • Each player mills X cards.
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Fearsome Awakening
  ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
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Fierce Invocation
  ( 5)
Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Flamerush Rider
  ( 5)
Creature — Human Warrior
(3/3)
Whenever this creature attacks, create a token that's a copy of another target attacking creature and that's tapped and attacking. Exile the token at end of combat. Dash   (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Flamewake Phoenix
   ( 3)
Creature — Phoenix
(2/2)
Flying, haste This creature attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay . If you do, return this card from your graveyard to the battlefield.
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Forest
( 0)
Basic Land — Forest
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Formless Nurturing
  ( 4)
Sorcery
Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Friendly Fire
  ( 4)
Instant
Target creature's controller reveals a card at random from their hand. Friendly Fire deals damage to that creature and that player equal to the revealed card's mana value.
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Frontier Mastodon
  ( 3)
Creature — Elephant
(3/2)
Ferocious — This creature enters with a +1/+1 counter on it if you control a creature with power 4 or greater.
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Frontier Siege
  ( 4)
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add  . • Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
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Frost Walker
  ( 2)
Creature — Elemental
(4/1)
When this creature becomes the target of a spell or ability, sacrifice it.
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Fruit of the First Tree
  ( 4)
Enchantment — Aura
Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
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Ghastly Conscription
   ( 7)
Sorcery
Exile all creature cards from target player's graveyard in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Goblin Boom Keg
 ( 4)
Artifact
At the beginning of your upkeep, sacrifice this artifact. When this artifact is put into a graveyard from the battlefield, it deals 3 damage to any target.
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Goblin Heelcutter
  ( 4)
Creature — Goblin Berserker
(3/2)
Whenever this creature attacks, target creature can't block this turn. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Grave Strength
  ( 2)
Sorcery
Choose target creature. Mill three cards, then put a +1/+1 counter on that creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
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Grim Contest
   ( 3)
Instant
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.
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Gurmag Angler
  ( 7)
Creature — Zombie Fish
(5/5)
Delve (Each card you exile from your graveyard while casting this spell pays for .)
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Harsh Sustenance
   ( 3)
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
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Hero's Blade
 ( 2)
Artifact — Equipment
Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Hewed Stone Retainers
 ( 3)
Artifact Creature — Golem
(4/4)
Cast this spell only if you've cast another spell this turn.
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Honor's Reward
  ( 3)
Instant
You gain 4 life. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Hooded Assassin
  ( 3)
Creature — Human Assassin
(1/2)
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Destroy target creature that was dealt damage this turn.
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Humble Defector
  ( 2)
Creature — Human Rogue
(2/1)
: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
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Hungering Yeti
  ( 5)
Creature — Yeti
(4/4)
As long as you control a green or blue permanent, you may cast this spell as though it had flash. (You may cast it any time you could cast an instant.)
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Hunt the Weak
  ( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Island
( 0)
Basic Land — Island
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Jeskai Barricade
  ( 2)
Creature — Wall
(0/4)
Flash (You may cast this spell any time you could cast an instant.) Defender When this creature enters, you may return another target creature you control to its owner's hand.
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Jeskai Infiltrator
  ( 3)
Creature — Human Monk
(2/3)
This creature can't be blocked as long as you control no other creatures. When this creature deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Jeskai Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has flying as long as you control a red or white permanent.
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Jeskai Sage
  ( 2)
Creature — Human Monk
(1/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature dies, draw a card.
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Jungle Hollow
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Kolaghan, the Storm's Fury
   ( 5)
Legendary Creature — Dragon
(4/5)
Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash   (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Lightform
   ( 3)
Enchantment
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and lifelink.
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Lightning Shrieker
  ( 5)
Creature — Dragon
(5/5)
Flying, trample, haste At the beginning of the end step, this creature's owner shuffles it into their library.
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Lotus Path Djinn
  ( 4)
Creature — Djinn Monk
(2/3)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Lotus-Eye Mystics
  ( 4)
Creature — Human Monk
(3/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target enchantment card from your graveyard to your hand.
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Map the Wastes
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Marang River Prowler
  ( 3)
Creature — Human Rogue
(2/1)
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
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Mardu Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
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Mardu Scout
  ( 2)
Creature — Goblin Scout
(3/1)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Shadowspear
 ( 1)
Creature — Human Warrior
(1/1)
Whenever this creature attacks, each opponent loses 1 life. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Strike Leader
  ( 3)
Creature — Human Warrior
(3/2)
Whenever this creature attacks, create a 2/1 black Warrior creature token. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Mardu Woe-Reaper
 ( 1)
Creature — Human Warrior
(2/1)
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
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Mastery of the Unseen
  ( 2)
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.  : Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Merciless Executioner
  ( 3)
Creature — Orc Warrior
(3/1)
When this creature enters, each player sacrifices a creature of their choice.
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Mindscour Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying Whenever this creature deals combat damage to an opponent, target player mills four cards.
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Mistfire Adept
  ( 4)
Creature — Human Monk
(3/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, target creature gains flying until end of turn.
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Mob Rule
   ( 6)
Sorcery
Choose one — • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
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