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Boxing Ring
( 2)
Artifact
Whenever a creature you control enters, it fights up to one target creature you don't control with the same mana value. : Create a Treasure token. Activate only if you control a creature that fought this turn.
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Brace for Impact
( 5)
Instant
Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
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Brackish Blunder
( 2)
Instant
Return target creature to its owner's hand. If it was tapped, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Brackish Trudge
( 3)
Creature — Fungus Beast
(4/2)
Brackish Trudge enters tapped. : Return Brackish Trudge from your graveyard to your hand. Activate only if you gained life this turn.
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Brago, King Eternal
( 4)
Legendary Creature — Spirit Noble
(2/4)
Flying Whenever Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
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Brago's Representative
( 3)
Creature — Human Advisor
(1/4)
While voting, you get an additional vote. (The votes can be for different choices or for the same choice.)
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Braid of Fire
( 2)
Enchantment
Cumulative upkeep—Add . (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.)
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Braided Net
( 3)
Artifact
Braided Net enters with three net counters on it. , Remove a net counter from Braided Net: Tap another target nonland permanent. Its activated abilities can't be activated for as long as it remains tapped. Craft with artifact
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Braids, Arisen Nightmare
( 3)
Legendary Creature — Nightmare
(3/3)
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
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Braids, Cabal Minion
( 4)
Legendary Creature — Human Minion
(2/2)
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice.
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Braids, Conjurer Adept
( 4)
Legendary Creature — Human Wizard
(2/2)
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.
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Braids's Frightful Return
( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
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Braidwood Sextant
( 1)
Artifact
, , Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, put it into your hand, then shuffle.
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Brain Freeze
( 2)
Instant
Target player mills three cards. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Brain Gorgers
( 4)
Creature — Zombie
(4/2)
When you cast this spell, any player may sacrifice a creature of their choice. If a player does, counter Brain Gorgers. 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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Brain Maggot
( 2)
Enchantment Creature — Insect
(1/1)
When Brain Maggot enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield.
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Brain Pry
( 2)
Sorcery
Choose a nonland card name. Target player reveals their hand. That player discards a card with that name. If they can't, you draw a card.
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Brain Weevil
( 4)
Creature — Insect
(1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Sacrifice Brain Weevil: Target player discards two cards. Activate only as a sorcery.
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Brainbite
( 4)
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card. Draw a card.
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Brainstealer Dragon
( 7)
Creature — Dragon Horror
(6/6)
Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
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Brainstone
( 1)
Artifact
, , Sacrifice Brainstone: Draw three cards, then put two cards from your hand on top of your library in any order.
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Brainstorm
( 1)
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
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Brainsurge
( 3)
Instant
Draw four cards, then put two cards from your hand on top of your library in any order.
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Brainwash
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack unless its controller pays .
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Brallin, Skyshark Rider
( 4)
Legendary Creature — Human Shaman
(3/3)
Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.) Whenever you discard a card, put a +1/+1 counter on Brallin, Skyshark Rider and it deals 1 damage to each opponent. : Target Shark gains trample until end of turn.
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Bramble Armor
( 2)
Artifact — Equipment
When Bramble Armor enters, attach it to target creature you control. Equipped creature gets +2/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Bramble Creeper
( 5)
Creature — Elemental
(0/3)
Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn.
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Bramble Elemental
( 5)
Creature — Elemental
(4/4)
Whenever an Aura becomes attached to Bramble Elemental, create two 1/1 green Saproling creature tokens.
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Bramble Wurm
( 7)
Creature — Wurm
(7/6)
Reach, trample When Bramble Wurm enters, you gain 5 life. , Exile Bramble Wurm from your graveyard: You gain 5 life.
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Bramblecrush
( 4)
Sorcery
Destroy target noncreature permanent.
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Bramblefort Fink
( 2)
Creature — Ouphe
(2/2)
: Bramblefort Fink has base power and toughness 10/10 until end of turn. Activate only if you control an Oko planeswalker.
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Brambleguard Captain
( 4)
Creature — Mouse Soldier
(2/3)
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is Brambleguard Captain's power.
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Brambleguard Veteran
( 3)
Creature — Raccoon Warrior
(3/4)
Whenever you expend 4, Raccoons you control get +1/+1 and gain vigilance until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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Bramblesnap
( 2)
Creature — Elemental
(1/1)
Trample Tap an untapped creature you control: Bramblesnap gets +1/+1 until end of turn.
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Brambleweft Behemoth
( 6)
Creature — Elemental
(6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Bramblewood Paragon
( 2)
Creature — Elf Warrior
(2/2)
Each other Warrior creature you control enters with an additional +1/+1 counter on it. Each creature you control with a +1/+1 counter on it has trample.
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Branch of Boseiju
( 0)
Enchantment Creature — Plant
(0/0)
Reach Branch of Boseiju gets +1/+1 for each land you control.
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Branchblight Stalker
( 2)
Creature — Phyrexian Elf Scout
(3/1)
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
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Branching Bolt
( 3)
Instant
Choose one or both — • Branching Bolt deals 3 damage to target creature with flying. • Branching Bolt deals 3 damage to target creature without flying.
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Branching Evolution
( 3)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
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Branchsnap Lorian
( 3)
Creature — Beast
(4/1)
Trample 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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Brand
( 1)
Instant
Gain control of all permanents you own. (This effect lasts indefinitely.) Cycling (, Discard this card: Draw a card.)
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Brand of Ill Omen
( 4)
Enchantment — Aura
Enchant creature 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.) Enchanted creature's controller can't cast creature spells.
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Branded Brawlers
( 1)
Creature — Human Soldier
(2/2)
Branded Brawlers can't attack if defending player controls an untapped land. Branded Brawlers can't block if you control an untapped land.
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Branded Howler
( 0)
Creature — Werewolf
(4/4)
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Branded Howler.
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Brandywine Farmer
( 3)
Creature — Halfling Peasant
(1/1)
When Brandywine Farmer enters or leaves the battlefield, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Brash Taunter
( 5)
Creature — Goblin
(1/1)
Indestructible Whenever Brash Taunter is dealt damage, it deals that much damage to target opponent. , : Brash Taunter fights another target creature.
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Brass Gnat
( 1)
Artifact Creature — Insect
(1/1)
Flying Brass Gnat doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap Brass Gnat.
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Brass Herald
( 6)
Artifact Creature — Golem
(2/2)
As Brass Herald enters, choose a creature type. When Brass Herald enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
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Brass Knuckles
( 4)
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.) Equipped creature has double strike as long as two or more Equipment are attached to it. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Brass Man
( 1)
Artifact Creature — Construct
(1/3)
Brass Man doesn't untap during your untap step. At the beginning of your upkeep, you may pay . If you do, untap Brass Man.
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Brass Secretary
( 3)
Artifact Creature — Construct
(2/1)
, Sacrifice Brass Secretary: Draw a card.
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Brass Squire
( 3)
Artifact Creature — Myr
(1/3)
: Attach target Equipment you control to target creature you control.
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Brassclaw Orcs
( 3)
Creature — Orc
(3/2)
Brassclaw Orcs can't block creatures with power 2 or greater.
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Brass's Bounty
( 7)
Sorcery
For each land you control, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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Brass's Tunnel-Grinder
( 3)
Legendary Artifact
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one. At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
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Brass-Talon Chimera
( 4)
Artifact Creature — Chimera
(2/2)
First strike Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera creature. It gains first strike. <I>(This effect lasts indefinitely.)</I>
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Bravado
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each other creature you control.
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Brave the Elements
( 1)
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
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Brave the Sands
( 2)
Enchantment
Creatures you control have vigilance. Each creature you control can block an additional creature each combat.
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Brave the Wilds
( 1)
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land. Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Brave-Kin Duo
( 1)
Creature — Rabbit Mouse
(1/1)
, : Target creature gets +1/+1 until end of turn. Activate only as a sorcery.
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Brawl
( 5)
Instant
Until end of turn, all creatures gain ": This creature deals damage equal to its power to target creature."
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Brawl-Bash Ogre
( 4)
Creature — Ogre Warrior
(3/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Brawl-Bash Ogre attacks, you may sacrifice another creature. If you do, Brawl-Bash Ogre gets +2/+2 until end of turn.
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Brawler's Plate
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Brawn
( 4)
Creature — Incarnation
(3/3)
Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.
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Brazen Blademaster
( 3)
Creature — Orc Pirate
(2/3)
Whenever Brazen Blademaster attacks while you control two or more artifacts, it gets +2/+1 until end of turn.
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Brazen Borrower
( 3)
Creature — Faerie Rogue
(3/1)
Flash Flying Brazen Borrower can block only creatures with flying.
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Brazen Buccaneers
( 4)
Creature — Human Pirate
(2/2)
Haste When Brazen Buccaneers enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Brazen Cannonade
( 4)
Enchantment
Whenever an attacking creature you control dies, Brazen Cannonade deals 2 damage to each opponent. Raid — At the beginning of each of your postcombat main phases, if you attacked this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
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Brazen Collector
( 2)
Creature — Raccoon Rogue
(2/1)
First strike Whenever Brazen Collector attacks, add . Until end of turn, you don't lose this mana as steps and phases end.
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Brazen Dwarf
( 2)
Creature — Dwarf Shaman
(1/3)
Whenever you roll one or more dice, Brazen Dwarf deals 1 damage to each opponent.
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Brazen Freebooter
( 4)
Creature — Human Pirate
(3/3)
When Brazen Freebooter enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Brazen Scourge
( 3)
Creature — Gremlin
(3/3)
Haste (This creature can attack and as soon as it comes under your control.)
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Brazen Upstart
( 3)
Creature — Elf Shaman
(4/2)
Vigilance When Brazen Upstart dies, 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.
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Brazen Wolves
( 3)
Creature — Wolf
(2/3)
Whenever Brazen Wolves attacks, it gets +2/+0 until end of turn.
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Breach
( 3)
Instant
Target creature gets +2/+0 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Breach the Multiverse
( 7)
Sorcery
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
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Breaching Hippocamp
( 4)
Creature — Horse Fish
(3/2)
Flash (You may cast this spell any time you could cast an instant.) When Breaching Hippocamp enters, untap another target creature you control.
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Breaching Leviathan
( 9)
Creature — Leviathan
(9/9)
When Breaching Leviathan enters, if you cast it from your hand, tap all nonblue creatures. Those creatures don't untap during their controllers' next untap steps.
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Break Asunder
( 4)
Sorcery
Destroy target artifact or enchantment. Cycling (, Discard this card: Draw a card.)
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Break Down
( 3)
Instant
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Break Down the Door
( 3)
Instant
Choose one — • Exile target artifact. • Exile target enchantment. • Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Break Expectations
( 1)
Sorcery
Target player reveals all cards with mana value 2 or greater in their hand. You choose a card from among those cards. Exile that card. If a card was exiled this way, that player drafts a card from Break Expectations's spellbook and reveals it.
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Break of Day
( 2)
Instant
Creatures you control get +1/+1 until end of turn. Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Break Open
( 2)
Instant
Turn target face-down creature an opponent controls face up.
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Break Out
( 2)
Sorcery
Look at the top six cards of your library. You may reveal a creature card from among them. If that card has mana value 2 or less, you may put it onto the battlefield and it gains haste until end of turn. If you didn't put the revealed card onto the battlefield this way, put it into your hand. Put the rest on the bottom of your library in a random order.
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Break the Spell
( 1)
Instant
Destroy target enchantment. If a permanent you controlled or a token was destroyed this way, draw a card.
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Break Through the Line
( 2)
Enchantment
: Target creature with power 2 or less gains haste until end of turn and can't be blocked this turn.
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