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Acquisitions Expert
( 2)
Creature — Human Rogue
(1/2)
When Acquisitions Expert enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Adventure Awaits
( 2)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
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Agadeem, the Undercrypt
( 0)
Land
As Agadeem, the Undercrypt enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Agadeem's Awakening
( 3)
Sorcery
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
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Akiri, Fearless Voyager
( 3)
Legendary Creature — Kor Warrior
(3/3)
Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
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Akoum Hellhound
( 1)
Creature — Elemental Dog
(0/1)
Landfall — Whenever a land you control enters, Akoum Hellhound gets +2/+2 until end of turn.
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Allied Assault
( 3)
Instant
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Ancient Greenwarden
( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Angel of Destiny
( 5)
Creature — Angel Cleric
(2/6)
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
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Angelheart Protector
( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Anticognition
( 2)
Instant
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
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Archon of Emeria
( 3)
Creature — Archon
(2/3)
Flying Each player can't cast more than one spell each turn. Nonbasic lands your opponents control enter tapped.
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Archpriest of Iona
( 1)
Creature — Human Cleric
(*/2)
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
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Ardent Electromancer
( 3)
Creature — Human Wizard
(3/2)
When Ardent Electromancer enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Ashaya, Soul of the Wild
( 5)
Legendary Creature — Elemental
(*/*)
Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Attended Healer
( 4)
Creature — Kor Cleric
(2/3)
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token. : Another target Cleric gains lifelink until end of turn.
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Base Camp
( 0)
Land
Base Camp enters tapped. : Add . : Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
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Beyeen Veil
( 2)
Instant
Creatures your opponents control get -2/-0 until end of turn.
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Blackbloom Rogue
( 3)
Creature — Human Rogue
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Blackbloom Rogue gets +3/+0 as long as an opponent has eight or more cards in their graveyard.
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Blood Beckoning
( 1)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.
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Blood Price
( 4)
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. You lose 2 life.
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Broken Wings
( 3)
Instant
Destroy target artifact, enchantment, or creature with flying.
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Brushfire Elemental
( 2)
Creature — Elemental
(1/1)
Haste Brushfire Elemental can't be blocked by creatures with power 2 or less. Landfall — Whenever a land you control enters, Brushfire Elemental gets +2/+2 until end of turn.
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Bubble Snare
( 1)
Enchantment — Aura
Kicker (You may pay an additional as you cast this spell.) Enchant creature When Bubble Snare enters, if it was kicked, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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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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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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Cascade Seer
( 4)
Creature — Merfolk Wizard
(3/3)
When Cascade Seer enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Charix, the Raging Isle
( 4)
Legendary Creature — Leviathan Crab
(0/17)
Spells your opponents cast that target Charix, the Raging Isle cost more to cast. : Charix gets +X/-X until end of turn, where X is the number of Islands you control.
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Chilling Trap
( 1)
Instant
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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Cinderclasm
( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
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Cleansing Wildfire
( 2)
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
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Cleric of Chill Depths
( 2)
Creature — Merfolk Cleric
(1/3)
Whenever Cleric of Chill Depths blocks a creature, that creature doesn't untap during its controller's next untap step.
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Cleric of Life's Bond
( 2)
Creature — Vampire Cleric
(2/2)
Whenever another Cleric you control enters, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on Cleric of Life's Bond.
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Cliffhaven Kitesail
( 1)
Artifact — Equipment
When Cliffhaven Kitesail enters, attach it to target creature you control. Equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Concerted Defense
( 1)
Instant
Counter target noncreature spell unless its controller pays plus an additional for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Confounding Conundrum
( 2)
Enchantment
When Confounding Conundrum enters, draw a card. Whenever a land enters under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
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Coralhelm Chronicler
( 3)
Creature — Merfolk Wizard
(2/2)
Whenever you cast a kicked spell, draw a card, then discard a card. When Coralhelm Chronicler enters, look at the top five cards of your library. You may reveal a card with a kicker ability 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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Coveted Prize
( 5)
Sorcery
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
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Cragplate Baloth
( 7)
Creature — Beast
(6/6)
Kicker This spell can't be countered. Hexproof, haste If Cragplate Baloth was kicked, it enters with four +1/+1 counters on it.
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Crawling Barrens
( 0)
Land
: Add . : Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
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Dauntless Survivor
( 2)
Creature — Human Warrior
(1/1)
When Dauntless Survivor enters, put a +1/+1 counter on target creature.
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Deadly Alliance
( 5)
Instant
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Destroy target creature or planeswalker.
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Demon's Disciple
( 3)
Creature — Human Cleric
(3/1)
When Demon's Disciple enters, each player sacrifices a creature or planeswalker of their choice.
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Disenchant
( 2)
Instant
Destroy target artifact or enchantment.
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Drana, the Last Bloodchief
( 5)
Legendary Creature — Vampire Cleric
(4/4)
Flying Whenever Drana, the Last Bloodchief attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
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Drana's Silencer
( 6)
Creature — Vampire Rogue
(3/2)
When Drana's Silencer enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Dreadwurm
( 5)
Creature — Wurm Horror
(5/4)
Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Emeria Captain
( 4)
Creature — Angel Warrior
(1/1)
Flying, vigilance When Emeria Captain enters, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Emeria, Shattered Skyclave
( 0)
Land
As Emeria, Shattered Skyclave enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Emeria's Call
( 7)
Sorcery
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
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Expedition Champion
( 3)
Creature — Human Warrior
(2/3)
Expedition Champion gets +2/+0 as long as you control another Warrior.
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Expedition Diviner
( 4)
Creature — Merfolk Wizard
(3/2)
Flying As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
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Expedition Healer
( 2)
Creature — Kor Cleric
(2/2)
Vigilance Expedition Healer has lifelink as long as you control another Cleric.
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Expedition Skulker
( 2)
Creature — Vampire Rogue
(2/2)
Expedition Skulker has deathtouch as long as you control another Rogue. (Any amount of damage it deals to a creature is enough to destroy it.)
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Farsight Adept
( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters, you and target opponent each draw a card.
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Fearless Fledgling
( 2)
Creature — Griffin
(1/1)
Landfall — Whenever a land you control enters, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn.
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Feed the Swarm
( 2)
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
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Felidar Retreat
( 4)
Enchantment
Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
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Fireblade Charger
( 1)
Creature — Goblin Warrior
(1/1)
As long as Fireblade Charger is equipped, it has haste. When Fireblade Charger dies, it deals damage equal to its power to any target.
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Fissure Wizard
( 2)
Creature — Goblin Wizard
(2/1)
When Fissure Wizard enters, you may discard a card. If you do, draw a card.
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Forest
( 0)
Basic Land — Forest
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Forsaken Monument
( 5)
Legendary Artifact
Colorless creatures you control get +2/+2. Whenever you tap a permanent for , add an additional . Whenever you cast a colorless spell, you gain 2 life.
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Ghastly Gloomhunter
( 2)
Creature — Zombie Bat
(1/1)
Kicker (You may pay an additional as you cast this spell.) Flying, lifelink If Ghastly Gloomhunter was kicked, it enters with two +1/+1 counters on it.
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Glacial Grasp
( 3)
Instant
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.) Draw a card.
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Glasspool Mimic
( 3)
Creature — Shapeshifter Rogue
(0/0)
You may have Glasspool Mimic enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
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Gnarlid Colony
( 2)
Creature — Beast
(2/2)
Kicker (You may pay an additional as you cast this spell.) If this creature was kicked, it enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Goma Fada Vanguard
( 2)
Creature — Human Warrior
(2/2)
Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
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Grakmaw, Skyclave Ravager
( 3)
Legendary Creature — Hydra Horror
(0/0)
Grakmaw, Skyclave Ravager enters with three +1/+1 counters on it. Whenever another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on Grakmaw. When Grakmaw dies, create an X/X black and green Hydra creature token, where X is the number of +1/+1 counters on Grakmaw.
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Grotag Bug-Catcher
( 2)
Creature — Goblin Warrior
(1/2)
Trample Whenever Grotag Bug-Catcher attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Grotag Night-Runner
( 3)
Creature — Goblin Rogue
(2/3)
Whenever Grotag Night-Runner deals combat damage to a player, exile the top card of your library. You may play that card this turn.
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Guul Draz Mucklord
( 3)
Creature — Crocodile
(2/3)
When Guul Draz Mucklord dies, put a +1/+1 counter on target creature you control.
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Hagra Constrictor
( 3)
Creature — Snake
(0/0)
Hagra Constrictor enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
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Hagra Mauling
( 4)
Instant
This spell costs less to cast if an opponent controls no basic lands. Destroy target creature.
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Inordinate Rage
( 2)
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
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Inscription of Abundance
( 2)
Instant
Kicker Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
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Inscription of Insight
( 4)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
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Inscription of Ruin
( 3)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
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Iridescent Hornbeetle
( 5)
Creature — Insect
(3/4)
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
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