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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 Unites the Elves
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 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, 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 this card as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, 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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Hard Cover
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has ": Draw a card, then discard a card."
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Hard Evidence
( 1)
Sorcery
Create a 0/3 blue Crab creature token. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Hard Hat Area
( 0)
Artifact — Contraption
Whenever you crank Hard Hat Area, roll two six-sided dice. Hard Hat Area assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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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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Hardened Escort
( 3)
Creature — Human Soldier
(2/4)
Whenever Hardened Escort attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Hardened Scales
( 1)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
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Hard-Hitting Question
( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Hardy Outlander
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Hardy Veteran
( 2)
Creature — Human Warrior
(2/2)
During your turn, Hardy Veteran gets +0/+2.
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Hare Apparent
( 2)
Creature — Rabbit Noble
(2/2)
When this creature enters, create a number of 1/1 white Rabbit creature tokens equal to the number of other creatures you control named Hare Apparent. A deck can have any number of cards named Hare Apparent.
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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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Harmless Assault
( 4)
Instant
Prevent all combat damage that would be dealt this turn by attacking creatures.
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Harmless Offering
( 3)
Sorcery
Target opponent gains control of target permanent you control.
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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, 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, create two 1/1 white Human creature tokens.
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Harmonious Emergence
( 4)
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
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Harmony of Nature
( 3)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Harm's Way
( 1)
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
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Harness by Force
( 3)
Sorcery
Strive — This spell costs more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
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Harness the Storm
( 3)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
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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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Harnesser of Storms
( 3)
Creature — Otter Wizard
(1/4)
Whenever you cast a noncreature or Otter spell, you may exile the top card of your library. Until end of turn, you may play that card. This ability triggers only once each turn.
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Harnfel, Horn of Bounty
( 5)
Legendary Artifact
Discard a card: Exile the top two cards of your library. You may play those cards this turn.
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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, tap target permanent. : Draw a card, then discard a card.
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Harrow
( 3)
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
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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 Judgment
( 4)
Enchantment
As Harsh Judgment enters, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
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Harsh Justice
( 3)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller.
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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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Harsh Mercy
( 3)
Sorcery
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
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Harsh Scrutiny
( 1)
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.
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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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Haru-Onna
( 4)
Creature — Spirit
(2/1)
When Haru-Onna enters, 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 Pyre
( 2)
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature.
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Harvest Season
( 3)
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
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Harvest Wurm
( 2)
Creature — Wurm
(3/2)
When Harvest Wurm enters, 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, 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 (Any amount of damage this deals to a creature is enough to destroy it.) 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, you may sacrifice a creature or land. If you do, put two +1/+1 counters on Harvester Troll.
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Harvestguard Alseids
( 3)
Enchantment Creature — Nymph
(2/3)
Constellation — Whenever Harvestguard Alseids or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
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Harvestrite Host
( 3)
Creature — Rabbit Citizen
(3/3)
Whenever Harvestrite Host or another Rabbit you control enters, target creature you control gets +1/+0 until end of turn. Then draw a card if this is the second time this ability has resolved this turn.
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Harvesttide Assailant
( 0)
Creature — Werewolf
(4/4)
Trample Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Harvesttide Infiltrator
( 3)
Creature — Human Werewolf
(3/2)
Trample Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Harvesttide Sentry
( 2)
Creature — Human Warrior
(3/1)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn.
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Hasran Ogress
( 2)
Creature — Ogre
(3/2)
Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay .
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Hat Trick
( 2)
Instant
Target blocking or blocked creature you control gets +1/+1 and gains first strike until end of turn. If it has a hat, it gains double strike until end of turn. If you and that creature each have a hat, the creature gains triple strike until end of turn.
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Hatchery Sliver
( 2)
Creature — Sliver
(2/2)
Replicate (When you cast this spell, copy it for each time you paid its replicate cost.) Each Sliver spell you cast has replicate. The replicate cost is equal to its mana cost. (A copy of a permanent spell becomes a token.)
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Hatchery Spider
( 7)
Creature — Spider
(5/7)
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Hatching Plans
( 2)
Enchantment
When Hatching Plans is put into a graveyard from the battlefield, draw three cards.
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Hate Mirage
( 4)
Sorcery
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
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Hate Weaver
( 2)
Creature — Zombie Wizard
(2/1)
: Target blue or red creature gets +1/+0 until end of turn.
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Hateful Eidolon
( 1)
Enchantment Creature — Spirit
(1/2)
Lifelink Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.
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Hatred
( 5)
Instant
As an additional cost to cast this spell, pay X life. Target creature gets +X/+0 until end of turn.
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Haughty Djinn
( 3)
Creature — Djinn
(*/4)
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost less to cast.
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Hauken's Insight
( 0)
Legendary Enchantment
At the beginning of your upkeep, exile the top card of your library face down. You may look at that card for as long as it remains exiled. Once during each of your turns, you may play a land or cast a spell from among the cards exiled with this permanent without paying its mana cost.
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Haunt of the Dead Marshes
( 1)
Creature — Nightmare Elf
(1/1)
When Haunt of the Dead Marshes enters, scry 1. : Return Haunt of the Dead Marshes from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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Haunted Angel
( 3)
Creature — Angel
(3/3)
Flying When Haunted Angel dies, exile Haunted Angel and each other player creates a 3/3 black Angel creature token with flying.
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Haunted Cadaver
( 4)
Creature — Zombie
(2/2)
Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Haunted Cloak
( 3)
Artifact — Equipment
Equipped creature has vigilance, trample, and haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Haunted Crossroads
( 3)
Enchantment
: Put target creature card from your graveyard on top of your library.
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Haunted Dead
( 4)
Creature — Zombie
(2/2)
When Haunted Dead enters, create a 1/1 white Spirit creature token with flying. , Discard two cards: Return Haunted Dead from your graveyard to the battlefield tapped.
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