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Insatiable Hemophage
( 4)
Creature — Nightmare
(3/3)
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.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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Inscribed Tablet
( 1)
Artifact
, , Sacrifice Inscribed Tablet: Reveal the top five cards of your library. Put a land card from among them into your hand and 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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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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Inside Out
( 2)
Instant
Switch target creature's power and toughness until end of turn. Draw a card.
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Inside Source
( 3)
Creature — Human Citizen
(1/1)
When Inside Source enters, create a 2/2 white and blue Detective creature token. , : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
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Insidious Bookworms
( 1)
Creature — Worm
(1/1)
When Insidious Bookworms dies, you may pay . If you do, target player discards a card at random.
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Insidious Dreams
( 4)
Instant
As an additional cost to cast this spell, discard X cards. Search your library for X cards, then shuffle and put those cards on top in any order.
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Insidious Fungus
( 1)
Creature — Fungus
(1/2)
, Sacrifice Insidious Fungus: Choose one — • Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
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Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible Insidious Mist can't block and can't be blocked. Whenever Insidious Mist attacks and isn't blocked, you may pay . If you do, transform it.
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Insidious Roots
( 2)
Enchantment
Creature tokens you control have ": Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
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Insidious Will
( 4)
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
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Insight
( 3)
Enchantment
Whenever an opponent casts a green spell, you draw a card.
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Insist
( 1)
Sorcery
The next creature spell you cast this turn can't be countered. Draw a card.
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Insolence
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.
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Insolent Neonate
( 1)
Creature — Vampire
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice Insolent Neonate: Draw a card.
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Inspiration from Beyond
( 3)
Sorcery
Mill three cards, then return an instant or sorcery card from your graveyard to your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Inspirational Antelope (playtest)
( 2)
Creature — — Antelope
(1/3)
Legacy — Before the game starts, choose a keyword or ability word and write it below. Spells with __________ you cast cost less to cast.
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Inspire Awe
( 4)
Instant
Prevent all combat damage that would be dealt this turn except combat damage that would be dealt by enchanted creatures and enchantment creatures. Scry 2.
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Inspired Charge
( 4)
Instant
Creatures you control get +2/+1 until end of turn.
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Inspired Idea
( 3)
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. Your maximum hand size is reduced by three for the rest of the game.
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Inspired Inventor
( 3)
Creature — Human Artificer
(2/2)
When Inspired Inventor enters, choose one — • You get (three energy counters). • Put a +1/+1 counter on target creature. • Create a 1/1 colorless Servo artifact creature token.
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Inspired Sphinx
( 7)
Creature — Sphinx
(5/5)
Flying When Inspired Sphinx enters, draw cards equal to the number of opponents you have. : Create a 1/1 colorless Thopter artifact creature token with flying.
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Inspired Sprite
( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying Whenever you cast a Wizard spell, you may untap Inspired Sprite. : Draw a card, then discard a card.
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Inspired Tinkering
( 5)
Sorcery
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Inspiring Bard
( 4)
Creature — Elf Bard
(3/3)
When Inspiring Bard enters, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
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Inspiring Call
( 3)
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Inspiring Captain
( 4)
Creature — Human Knight
(3/3)
When Inspiring Captain enters, creatures you control get +1/+1 until end of turn.
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Inspiring Cleric
( 3)
Creature — Vampire Cleric
(3/2)
When Inspiring Cleric enters, you gain 4 life.
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Inspiring Commander
( 6)
Creature — Human Soldier
(1/4)
Whenever another creature you control with power 2 or less enters, you gain 1 life and draw a card.
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Inspiring Leader
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Creature tokens you control get +2/+2."
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Inspiring Overseer
( 3)
Creature — Angel Cleric
(2/1)
Flying When this creature enters, you gain 1 life and draw a card.
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Inspiring Paladin
( 3)
Creature — Human Knight
(3/3)
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.) During your turn, creatures you control with +1/+1 counters on them have first strike.
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Inspiring Roar
( 4)
Sorcery
Put a +1/+1 counter on each creature you control.
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Inspiring Statuary
( 3)
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
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Inspiring Unicorn
( 4)
Creature — Unicorn
(2/2)
Whenever Inspiring Unicorn attacks, creatures you control get +1/+1 until end of turn.
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Inspiring Vantage
( 0)
Land
Inspiring Vantage enters tapped unless you control two or fewer other lands. : Add or .
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Inspiring Veteran
( 2)
Creature — Human Knight
(2/2)
Other Knights you control get +1/+1.
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Inspirit
( 3)
Instant
Untap target creature. It gets +2/+4 until end of turn.
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Instigator Gang
( 4)
Creature — Human Werewolf
(2/3)
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
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Instill Energy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can attack as though it had haste. : Untap enchanted creature. Activate only during your turn and only once each turn.
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Instill Furor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your end step, sacrifice this creature unless it attacked this turn."
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Instrument of the Bards
( 1)
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. , : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Instruments of War
( 4)
Artifact
Flash As Instruments of War enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
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Insubordination
( 2)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.
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Insufferable Balladeer
( 2)
Creature — Dwarf Bard
(2/1)
Vicious Mockery — When Insufferable Balladeer enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Insufferable Syphon
( 0)
Artifact — Contraption
Whenever you crank Insufferable Syphon, target player discards a card.
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Insult // Injury (Insult)
( 3)
Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
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Insurrection
( 8)
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
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Intangible Vibes (playtest)
( 2)
Enchantment
All creatures are tokens. (They're considered tokens for spells and abilities. After a creature leaves the battlefield, it ceases to exist.)
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Intangible Virtue
( 2)
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
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Intellect Devourer
( 4)
Creature — Horror
(2/4)
Devour Intellect — When Intellect Devourer enters, each opponent exiles a card from their hand until Intellect Devourer leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with Intellect Devourer. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
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Intellectual Offering
( 5)
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
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Intelligence Bobblehead
( 3)
Artifact — Bobblehead
: Add one mana of any color. , : Draw X cards, where X is the number of Bobbleheads you control.
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Intercessor's Arrest
( 3)
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
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Interdict
( 2)
Instant
Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be activated this turn. <I>(Mana abilities can't be targeted.)</I> Draw a card.
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Interdisciplinary Mascot
( 8)
Creature — Elemental Fractal
(5/5)
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.) Ward When Interdisciplinary Mascot enters, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Interplanar Beacon
( 0)
Land
Whenever you cast a planeswalker spell, you gain 1 life. : Add . , : Add two mana of different colors. Spend this mana only to cast planeswalker spells.
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Interplanar Brushwagg (playtest)
( 4)
Creature — — Brushwagg
(6/4)
Interplanar (This creature enters onto the interplanar battlefield. Players can't control creatures on the interplanar battlefield.) Vigilance, haste Whenever a player attacks with a creature with power 4 or greater, CARDNAME also attacks the player or planeswalker that creature is attacking.
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Interpret the Signs
( 6)
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three 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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Intervene
( 1)
Instant
Counter target spell that targets a creature.
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Intervention Pact
( 0)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay . If you don't, you lose the game.
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Intet, the Dreamer
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
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Inti, Seneschal of the Sun
( 2)
Legendary Creature — Human Knight
(2/2)
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
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Intimidation
( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidation Campaign
( 3)
Enchantment
When Intimidation Campaign enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Intimidator Initiate
( 1)
Creature — Goblin Shaman
(1/1)
Whenever a player casts a red spell, you may pay . If you do, target creature can't block this turn.
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Into the Fae Court
( 5)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying."
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Into the Fire
( 3)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
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Into the Flood Maw
( 1)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
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Into the Fray
( 1)
Instant — Arcane
Target creature attacks this turn if able. Splice onto Arcane (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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Into the Maw of Hell
( 6)
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
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Into the Night
( 4)
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
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Into the North
( 2)
Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
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Into the Pit
( 3)
Enchantment
You may look at the top card of your library any time. You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs.
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Into the Story
( 7)
Instant
This spell costs less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
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Into the Time Vortex
( 5)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) 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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Into the Void
( 4)
Sorcery
Return up to two target creatures to their owners' hands.
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Into the Wilds
( 4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
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Into Thin Air
( 6)
Instant
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Return target artifact to its owner's hand.
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Intrepid Adversary
( 2)
Creature — Human Scout
(3/1)
Lifelink When Intrepid Adversary enters, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary. Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
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Intrepid Hero
( 3)
Creature — Human Soldier
(1/1)
: Destroy target creature with power 4 or greater.
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Intrepid Outlander
( 2)
Creature — Orc Ranger
(2/3)
Reach Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
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Intrepid Paleontologist
( 2)
Creature — Human Druid
(2/2)
: Add one mana of any color. : Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with Intrepid Paleontologist. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Intrepid Provisioner
( 4)
Creature — Human Scout
(3/3)
Trample When Intrepid Provisioner enters, another target Human you control gets +2/+2 until end of turn.
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Intrepid Rabbit
( 3)
Creature — Rabbit Soldier
(3/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, target creature you control gets +1/+1 until end of turn.
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