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Huatli, Dinosaur Knight
( 6)
Legendary Planeswalker — Huatli
(4)
+2: Put two +1/+1 counters on up to one target Dinosaur you control. −3: Target Dinosaur you control deals damage equal to its power to target creature you don't control. −7: Dinosaurs you control get +4/+4 until end of turn.
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Huatli, Poet of Unity
( 3)
Legendary Creature — Human Warrior Bard
(2/3)
When Huatli, Poet of Unity enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. : Exile Huatli, then return her to the battlefield transformed under her owner's control. Activate only as a sorcery.
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Huatli, Radiant Champion
( 4)
Legendary Planeswalker — Huatli
(3)
+1: Put a loyalty counter on Huatli, Radiant Champion for each creature you control. −1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. −8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
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Huatli, the Sun's Heart
( 3)
Legendary Planeswalker — Huatli
(7)
Each creature you control assigns combat damage equal to its toughness rather than its power. −3: You gain life equal to the greatest toughness among creatures you control.
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Huatli, Warrior Poet
( 5)
Legendary Planeswalker — Huatli
(3)
+2: You gain life equal to the greatest power among creatures you control. 0: Create a 3/3 green Dinosaur creature token with trample. −X: Huatli, Warrior Poet deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
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Huatli's Final Strike
( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Huatli's Raptor
( 2)
Creature — Dinosaur
(2/3)
Vigilance When Huatli's Raptor enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Huatli's Snubhorn
( 2)
Creature — Dinosaur
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
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Huatli's Spurring
( 1)
Instant
Target creature gets +2/+0 until end of turn. If you control a Huatli planeswalker, that creature gets +4/+0 until end of turn instead.
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Hubris
( 2)
Instant
Return target creature and all Auras attached to it to their owners' hands.
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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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Hugs, Grisly Guardian
( 4)
Legendary Creature — Badger Warrior
(5/5)
Trample When Hugs, Grisly Guardian enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.
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Hulking Goblin
( 2)
Creature — Goblin
(2/2)
Hulking Goblin can't block.
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Hulking Metamorph
( 9)
Artifact Creature — Shapeshifter
(7/7)
You may have Hulking Metamorph enter as a copy of an artifact or creature you control, except it's an artifact creature in addition to its other types, and its power and toughness are equal to Hulking Metamorph's power and toughness. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Hulking Ogre
( 3)
Creature — Ogre
(3/3)
Hulking Ogre can't block.
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Hulking Raptor
( 4)
Creature — Dinosaur
(5/3)
Ward At the beginning of your first main phase, add .
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Hull Breach
( 2)
Sorcery
Choose one — • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment.
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Hullbreacher
( 3)
Creature — Merfolk Pirate
(3/2)
Flash If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Hullbreaker Horror
( 7)
Creature — Kraken Horror
(7/8)
Flash This spell can't be countered. Whenever you cast a spell, choose up to one — • Return target spell you don't control to its owner's hand. • Return target nonland permanent to its owner's hand.
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Hum of the Radix
( 4)
Enchantment
Each artifact spell costs more to cast for each artifact its controller controls.
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Human–Time Lord Meta-Crisis
( 0)
Phenomenon
When you encounter Human–Time Lord Meta-Crisis, each player chooses one or two creatures they control. Each player creates a token that's a copy of the first creature they chose, except it isn't legendary. Then each player who chose a second creature puts a number of +1/+1 counters on the token they created equal to the power of the second creature they chose. (Then planeswalk away from this phenomenon.)
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Humble
( 2)
Instant
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
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Humble Budoka
( 2)
Creature — Human Monk
(2/2)
Shroud (This creature can't be the target of spells or abilities.)
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Humble Defector
( 2)
Creature — Human Rogue
(2/1)
: Draw two cards. Target opponent gains control of Humble Defector. Activate only during your turn.
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Humble Naturalist
( 2)
Creature — Human Druid
(1/3)
: Add one mana of any color. Spend this mana only to cast a creature spell.
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Humble the Brute
( 5)
Instant
Destroy target creature with power 4 or greater. Investigate.(Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Humbler of Mortals
( 6)
Enchantment Creature — Elemental
(5/5)
Constellation — Whenever Humbler of Mortals or another enchantment you control enters, creatures you control gain trample until end of turn.
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Humiliate
( 2)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Put a +1/+1 counter on a creature you control.
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Humility
( 4)
Enchantment
All creatures lose all abilities and have base power and toughness 1/1.
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Humming-
( 0)
Creature — Bird
(+2/+3)
Flying Whenever you attack with two or more creatures, Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Humongulus
( 5)
Creature — Homunculus
(2/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Hunding Gjornersen
( 6)
Legendary Creature — Human Warrior
(5/4)
Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Hundred-Handed One
( 4)
Creature — Giant
(3/5)
Vigilance : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Hundred-Handed One is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
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Hundred-Talon Kami
( 5)
Creature — Spirit
(2/3)
Flying 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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Hundred-Talon Strike
( 1)
Instant — Arcane
Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane—Tap an untapped white creature you control. (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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Hundroog
( 7)
Creature — Beast
(4/7)
Cycling (, Discard this card: Draw a card.)
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Hunger of the Howlpack
( 1)
Instant
Put a +1/+1 counter on target creature. Morbid — Put three +1/+1 counters on that creature instead if a creature died this turn.
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Hunger of the Nim
( 2)
Sorcery
Target creature gets +1/+0 until end of turn for each artifact you control.
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Hungering Hydra
( 1)
Creature — Hydra
(0/0)
Hungering Hydra enters with X +1/+1 counters on it. Hungering Hydra can't be blocked by more than one creature. Whenever Hungering Hydra is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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Hungering Yeti
( 5)
Creature — Yeti
(4/4)
As long as you control a green or blue permanent, you may cast Hungering Yeti as though it had flash. (You may cast it any time you could cast an instant.)
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Hungry Flames
( 3)
Instant
Hungry Flames deals 3 damage to target creature and 2 damage to target player or planeswalker.
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Hungry for More
( 2)
Sorcery
Create a 3/1 black and red Vampire creature token with trample, lifelink, and haste. Sacrifice it at the beginning of the next end step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Hungry Ghoul
( 2)
Creature — Zombie
(2/2)
, Sacrifice another creature: Put a +1/+1 counter on this creature.
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Hungry Hungry Heifer
( 3)
Creature — Cow
(3/3)
At the beginning of your upkeep, you may remove a counter from a permanent you control. If you don't, sacrifice Hungry Hungry Heifer.
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Hungry Lynx
( 2)
Creature — Cat
(2/2)
Cats you control have protection from Rats. (They can't be blocked, targeted, or dealt damage by Rats.) At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch. Whenever a Rat dies, put a +1/+1 counter on each Cat you control.
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Hungry Ridgewolf
( 2)
Creature — Wolf
(2/2)
As long as you control another Wolf or Werewolf, Hungry Ridgewolf gets +1/+0 and has trample.
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Hungry Spriggan
( 3)
Creature — Goblin Warrior
(1/1)
Trample Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.
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Hunt Down
( 1)
Sorcery
Target creature blocks target creature this turn if able.
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Hunt for Specimens
( 2)
Sorcery
Create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life." Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Hunt the Hunter
( 1)
Sorcery
Target green creature you control gets +2/+2 until end of turn. It fights target green creature an opponent controls.
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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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Hunted Bonebrute
( 3)
Creature — Skeleton Beast
(6/2)
Menace When Hunted Bonebrute enters, target opponent creates two 1/1 white Dog creature tokens. When Hunted Bonebrute dies, each opponent loses 3 life. Disguise
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Hunted by The Family
( 7)
Sorcery
Choose up to four target creatures you don't control. For each of them, that creature's controller faces a villainous choice — That creature becomes a 1/1 white Human creature and loses all abilities, or you create a token that's a copy of it.
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Hunted Dragon
( 5)
Creature — Dragon
(6/6)
Flying, haste When Hunted Dragon enters, target opponent creates three 2/2 white Knight creature tokens with first strike.
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Hunted Ghoul
( 1)
Creature — Zombie
(1/2)
Hunted Ghoul can't block Humans.
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Hunted Horror
( 2)
Creature — Horror
(7/7)
Trample When Hunted Horror enters, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
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Hunted Lammasu
( 4)
Creature — Lammasu
(5/5)
Flying When Hunted Lammasu enters, target opponent creates a 4/4 black Horror creature token.
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Hunted Nightmare
( 3)
Creature — Nightmare
(4/5)
Menace When Hunted Nightmare enters, target opponent puts a deathtouch counter on a creature they control.
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Hunted Phantasm
( 3)
Creature — Spirit
(4/6)
Hunted Phantasm can't be blocked. When Hunted Phantasm enters, target opponent creates five 1/1 red Goblin creature tokens.
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Hunted Troll
( 4)
Creature — Troll Warrior
(8/4)
When Hunted Troll enters, target opponent creates four 1/1 blue Faerie creature tokens with flying. : Regenerate Hunted Troll.
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Hunted Witness
( 1)
Creature — Human
(1/1)
When Hunted Witness dies, create a 1/1 white Soldier creature token with lifelink.
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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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Hunter of Eyeblights
( 5)
Creature — Elf Assassin
(3/3)
When Hunter of Eyeblights enters, put a +1/+1 counter on target creature you don't control. , : Destroy target creature with a counter on it.
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Hunter Sliver
( 2)
Creature — Sliver
(1/1)
All Sliver creatures have provoke. (Whenever a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)
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Hunter's Ambush
( 3)
Instant
Prevent all combat damage that would be dealt by nongreen creatures this turn.
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Hunter's Blowgun
( 1)
Artifact — Equipment
Equipped creature gets +1/+1. Equipped creature has deathtouch during your turn. Otherwise, it has reach. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Hunter's Bow
( 2)
Artifact — Equipment
When Hunter's Bow enters, attach it to target creature you control. That creature deals damage equal to its power to up to one target creature you don't control. Equipped creature has reach and ward . Equip
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Hunter's Edge
( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature you don't control.
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Hunters' Feast
( 4)
Sorcery
Any number of target players each gain 6 life.
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Hunter's Insight
( 3)
Instant
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
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Hunter's Mark
( 4)
Instant
This spell costs less to cast if it targets a blue permanent you don't control. This spell can't be countered. Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
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Hunter's Prowess
( 5)
Sorcery
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
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Hunter's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Hunter's Talent enters, target creature you control deals damage equal to its power to target creature you don't control. : Level 2 //Level_2// Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn. : Level 3 //Level_3// At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
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Hunting Cheetah
( 3)
Creature — Cat
(2/3)
Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, put it into your hand, then shuffle.
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Hunting Drake
( 5)
Creature — Drake
(2/2)
Flying When Hunting Drake enters, put target red or green creature on top of its owner's library.
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Hunting Grounds
( 2)
Enchantment
Threshold — As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
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Hunting Moa
( 3)
Creature — Bird Beast
(3/2)
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 Hunting Moa enters or dies, put a +1/+1 counter on target creature.
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Hunting Pack
( 7)
Instant
Create a 4/4 green Beast creature token. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Hunting Velociraptor
( 3)
Creature — Dinosaur
(3/2)
First strike Dinosaur spells you cast have prowl . (You may cast a spell for its prowl cost if you dealt combat damage to a player this turn with a creature with any of its creature types.)
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Hunting Wilds
( 4)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
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Huntmaster Liger
( 4)
Creature — Cat
(3/4)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, other creatures you control get +X/+X until end of turn, where X is the number of times this creature has mutated.
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Huntmaster of the Fells
( 4)
Creature — Human Werewolf
(2/2)
Whenever this creature enters or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life. At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells.
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Hurkyl, Master Wizard
( 3)
Legendary Creature — Human Wizard Advisor
(2/4)
At the beginning of your end step, if you've cast a noncreature spell this turn, reveal the top five cards of your library. For each card type among noncreature spells you've cast this turn, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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Hurkyl's Final Meditation
( 7)
Instant
During turns other than yours, this spell costs more to cast. Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Hurkyl's Recall
( 2)
Instant
Return all artifacts target player owns to their hand.
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Hurl into History
( 5)
Instant
Counter target artifact or creature spell. Discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value 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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Hurl Through Hell
( 4)
Instant
Exile target creature. Until the end of your next turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
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Hurler Cyclops
( 5)
Creature — Cyclops
(5/4)
, Sacrifice another creature: Hurler Cyclops deals 1 damage to any target.
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Hurloon Battle Hymn
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Hurloon Battle Hymn deals 4 damage to target creature or planeswalker. If this spell was kicked, you gain 4 life.
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Hurloon Shaman
( 3)
Creature — Minotaur Shaman
(2/3)
When Hurloon Shaman dies, each player sacrifices a land of their choice.
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Hurloon Wrangler
( 3)
Creature — Minotaur
(2/2)
Denimwalk (This creature can't be blocked as long as defending player is wearing denim.)
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Hurly-Burly
( 2)
Sorcery
Choose one — • Hurly-Burly deals 1 damage to each creature without flying. • Hurly-Burly deals 1 damage to each creature with flying.
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