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Armix, Filigree Thrasher
( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Arm-Mounted Anchor
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip . This ability costs less to activate if you have one or fewer cards in hand.
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Armor of Faith
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Shadows
( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
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Armor of Thorns
( 2)
Enchantment — Aura
You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armor Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures have ": This creature gets +0/+1 until end of turn."
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Armor Thrull
( 3)
Creature — Thrull
(1/3)
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
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Armorcraft Judge
( 4)
Creature — Elf Artificer
(3/3)
When Armorcraft Judge enters, draw a card for each creature you control with a +1/+1 counter on it.
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Armored Ascension
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Armored Galleon
( 5)
Creature — Human Pirate
(5/4)
Armored Galleon can't attack unless defending player controls an Island.
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Armored Kincaller
( 3)
Creature — Dinosaur
(3/3)
When Armored Kincaller enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
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Armored Scrapgorger
( 2)
Creature — Phyrexian Beast
(0/3)
Armored Scrapgorger gets +3/+0 as long as it has three or more oil counters on it. : Add one mana of any color. Whenever Armored Scrapgorger becomes tapped, exile target card from a graveyard and put an oil counter on Armored Scrapgorger.
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Armored Skaab
( 3)
Creature — Zombie Warrior
(1/4)
When Armored Skaab enters, mill four cards.
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Armored Skyhunter
( 4)
Creature — Cat Knight
(3/3)
Flying Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
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Armored Transport
( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
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Armory Automaton
( 3)
Artifact Creature — Construct
(2/2)
Whenever Armory Automaton enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
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Armory Guard
( 4)
Creature — Giant Soldier
(2/5)
Armory Guard has vigilance as long as you control a Gate.
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Armory Mice
( 2)
Creature — Mouse
(3/1)
Celebration — Armory Mice gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Armory of Iroas
( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Armory Paladin
( 3)
Creature — Human Knight
(3/3)
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
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Armory Veteran
( 2)
Creature — Orc Warrior
(2/2)
As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
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Arms Dealer
( 3)
Creature — Goblin Rogue
(1/1)
, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
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Arms Depot
( 0)
Artifact — Contraption
Whenever you crank Arms Depot, put two +1/+1 counters on target creature.
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Arms of Hadar
( 4)
Sorcery
Creatures target player controls get -2/-2 until end of turn.
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Arms Race
( 4)
Enchantment
: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arms Scavenger
( 2)
Creature — — Human Warrior
(2/2)
At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card.
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Army Ants
( 3)
Creature — Insect
(1/1)
, Sacrifice a land: Destroy target land.
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Army of Allah
( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Arna Kennerüd, Skycaptain
( 5)
Legendary Creature — Human Knight
(4/4)
Flying, lifelink Ward—Discard a card. Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
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Arni Brokenbrow
( 3)
Legendary Creature — Human Berserker
(3/3)
Haste Boast — : You may change Arni Brokenbrow's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Arni Metalbrow
( 3)
Legendary Creature — Human Berserker
(3/3)
Whenever a creature you control attacks or a creature you control enters attacking, you may pay . If you do, you may put a creature card with mana value less than that creature's mana value from your hand onto the battlefield tapped and attacking.
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Arni Slays the Troll
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arnjlot's Ascent
( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Target creature gains flying until end of turn.
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Arno Dorian
( 4)
Legendary Creature — Human Assassin
(3/3)
Deathtouch Other Assassins you control get +2/+0. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Aron, Benalia's Ruin
( 3)
Legendary Creature — Phyrexian Human
(3/3)
Menace (This creature can't be blocked except by two or more creatures.) , , Sacrifice another creature: Put a +1/+1 counter on each creature you control.
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Arrest
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Arrester's Admonition
( 3)
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
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Arrester's Zeal
( 1)
Instant
Target creature gets +2/+2 until end of turn. Addendum — If you cast this spell during your main phase, that creature gains flying until end of turn.
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Arrogant Bloodlord
( 3)
Creature — Vampire Knight
(4/4)
Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power 1 or less, destroy Arrogant Bloodlord at end of combat.
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Arrogant Outlaw
( 3)
Creature — Vampire Noble
(3/2)
When Arrogant Outlaw enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
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Arrogant Poet
( 2)
Creature — Human Warlock
(2/1)
Whenever Arrogant Poet attacks, you may pay 2 life. If you do, it gains flying until end of turn.
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Arrogant Wurm
( 5)
Creature — Wurm
(4/4)
Trample Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Arrow Storm
( 5)
Sorcery
Arrow Storm deals 4 damage to any target. Raid — If you attacked this turn, instead Arrow Storm deals 5 damage to that permanent or player and the damage can't be prevented.
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Arrow Volley Trap
( 5)
Instant — Trap
If four or more creatures are attacking, you may pay rather than pay this spell's mana cost. Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
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Arrows of Justice
( 3)
Instant
Arrows of Justice deals 4 damage to target attacking or blocking creature.
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Arsenal Thresher
( 4)
Artifact Creature — Construct
(2/2)
As Arsenal Thresher enters, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters with a +1/+1 counter on it for each card revealed this way.
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Art Appreciation
( 2)
Sorcery
Put an art sticker on a nonland permanent you own. Then ask a person outside the game to rate its new art on a scale from 1 to 5, where 5 is the best. When they rate the art, up to that many target creatures can't block this turn.
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Arterial Alchemy
( 3)
Enchantment
When Arterial Alchemy enters, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Arterial Flow
( 3)
Sorcery
Each opponent discards two cards. If you control a Vampire, each opponent loses 2 life and you gain 2 life.
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Artful Dodge
( 1)
Sorcery
Target creature can't be blocked this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Artful Looter
( 3)
Creature — Human Wizard
(1/2)
: Draw a card, then discard a card. Whenever a permanent that shares an artist with another permanent you control enters, untap Artful Looter.
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Artful Maneuver
( 2)
Instant
Target creature gets +2/+2 until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Artful Takedown
( 4)
Instant
Choose one or both — • Tap target creature. • Target creature gets -2/-4 until end of turn.
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Arthur, Marigold Knight
( 5)
Legendary Creature — Mouse Knight
(4/5)
Haste Whenever Arthur, Marigold Knight and at least one other creature attack, look at the top six cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order. Return that creature to its owner's hand at end of combat.
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Artifact Mutation
( 2)
Instant
Destroy target artifact. It can't be regenerated. Create X 1/1 green Saproling creature tokens, where X is that artifact's mana value.
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Artifact Possession
( 3)
Enchantment — Aura
Enchant artifact Whenever enchanted artifact becomes tapped or a player activates an ability of enchanted artifact without in its activation cost, Artifact Possession deals 2 damage to that artifact's controller.
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Artifact Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to enchanted creature by artifact sources. Enchanted creature can't be the target of abilities from artifact sources.
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Artificer Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) The first artifact spell you cast each turn costs less to cast. : Level 2 //Level_2// When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order. : Level 3 //Level_3// At the beginning of your end step, create a token that's a copy of target artifact you control.
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Artificer's Assistant
( 1)
Creature — Bird
(1/1)
Flying Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Artificer's Hex
( 1)
Enchantment — Aura
Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
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Artificer's Intuition
( 2)
Enchantment
, Discard an artifact card: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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Artificial Evolution
( 1)
Instant
Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect lasts indefinitely.)
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Artillerize
( 4)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Artillerize deals 5 damage to any target.
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Artillery Blast
( 2)
Instant
Domain — Artillery Blast deals X damage to target tapped creature, where X is 1 plus the number of basic land types among lands you control.
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Artillery Enthusiast
( 1)
Creature — — Goblin Artificer
(1/1)
Modified creatures you control have menace. (Equipment, Auras you control, and counters are modifications.) When Artillery Enthusiast enters the battlefield, you may discard a card. If you do, seek a card with mana value equal to that card's mana value. (To seek a card, put one at random from your library into your hand.)
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Artisan of Forms
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Artisan of Forms, you may have Artisan of Forms become a copy of target creature, except it has this ability.
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Artisan of Kozilek
( 9)
Creature — Eldrazi
(10/9)
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
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Artisan's Sorrow
( 4)
Instant
Destroy target artifact or enchantment. 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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Artistic Refusal
( 6)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Choose one or both — • Counter target spell. • Draw two cards, then discard a card.
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Artist's Talent
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card. : Level 2 //Level_2// Noncreature spells you cast cost less to cast. : Level 3 //Level_3// If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
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Arvad the Cursed
( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Arvinox, the Mind Flail
( 7)
Legendary Enchantment Creature — Horror
(9/9)
Arvinox, the Mind Flail isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
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Arwen Undómiel
( 2)
Legendary Creature — Elf Noble
(2/2)
Whenever you scry, put a +1/+1 counter on target creature. : Scry 2.
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Arwen, Mortal Queen
( 3)
Legendary Creature — Elf Noble
(2/2)
Arwen, Mortal Queen enters with an indestructible counter on it. , Remove an indestructible counter from Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1 counter and a lifelink counter on that creature and a +1/+1 counter and a lifelink counter on Arwen.
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Arwen, Weaver of Hope
( 3)
Legendary Creature — Elf Noble
(2/1)
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen, Weaver of Hope's toughness.
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Arwen's Gift
( 4)
Sorcery
This spell costs less to cast if you control two or more legendary creatures. Scry 2, then draw two cards.
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As Foretold
( 3)
Enchantment
At the beginning of your upkeep, put a time counter on As Foretold. Once each turn, you may pay rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on As Foretold.
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As Luck Would Have It
( 1)
Enchantment
Hexproof Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
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Asari Captain
( 5)
Creature — Human Samurai
(4/3)
Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
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Ascend from Avernus
( 3)
Sorcery
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
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Ascendant Acolyte
( 5)
Creature — Human Monk
(1/1)
Ascendant Acolyte enters with a +1/+1 counter on it for each +1/+1 counter among other creatures you control. At the beginning of your upkeep, double the number of +1/+1 counters on Ascendant Acolyte.
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Ascendant Evincar
( 6)
Legendary Creature — Phyrexian Vampire Noble
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1.
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Ascendant Packleader
( 1)
Creature — Wolf
(2/1)
Ascendant Packleader enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater. Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on Ascendant Packleader.
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Ascended Lawmage
( 4)
Creature — Vedalken Wizard
(3/2)
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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