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Guildpact Informant
( 3)
Creature — Faerie Rogue
(1/1)
Flying Whenever Guildpact Informant deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Guildpact Paragon
( 0)
Artifact Creature — Construct
(5/5)
Whenever you cast a spell that's exactly two colors, look at the top six cards of your library. You may reveal a card that's exactly two colors 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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Guildscorn Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from multicolored.
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Guilty Conscience
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.
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Gulping Scraptrap
( 5)
Creature — Phyrexian Horror
(4/4)
When Gulping Scraptrap enters or dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Gunner Conscript
( 2)
Creature — Human Mercenary
(2/2)
Trample Gunner Conscript gets +1/+1 for each Aura and Equipment attached to it. When Gunner Conscript dies, if it was enchanted, create a Junk token. When Gunner Conscript dies, if it was equipped, create a Junk token.
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Gustcloak Cavalier
( 5)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Gustcloak Cavalier attacks, you may tap target creature. Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.
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Gustcloak Harrier
( 3)
Creature — Bird Soldier
(2/2)
Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.
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Gustcloak Runner
( 1)
Creature — Human Soldier
(1/1)
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.
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Gustcloak Savior
( 5)
Creature — Bird Soldier
(3/4)
Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
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Gustcloak Sentinel
( 4)
Creature — Human Soldier
(3/3)
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.
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Gustcloak Skirmisher
( 4)
Creature — Bird Soldier
(2/3)
Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.
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Gustha's Scepter
( 0)
Artifact
: Exile a card from your hand face down. You may look at it for as long as it remains exiled. : Return a card you own exiled with Gustha's Scepter to your hand. When you lose control of Gustha's Scepter, put all cards exiled with Gustha's Scepter into their owner's graveyard.
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Gutmorn, Pactbound Servant
( 3)
Legendary Creature — — Demon
(1/3)
Flying, deathtouch Whenever Gutmorn, Pactbound Servant enters the battlefield, each player discards a nonland card. Whenever a player discards a card during your turn, they choose another player. That player conjures a duplicate of that card into their hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
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Gutter Shortcut
( 0)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked as long as it's attacking alone. If Gutter Shortcut would be put into a graveyard from anywhere, exile it instead.
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Gutwrencher Oni
( 5)
Creature — Demon Spirit
(5/4)
Trample At the beginning of your upkeep, discard a card if you don't control an Ogre.
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Guul Draz Mucklord
( 3)
Creature — Crocodile
(2/3)
When Guul Draz Mucklord dies, put a +1/+1 counter on target creature you control.
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Guul Draz Specter
( 4)
Creature — Specter
(2/2)
Flying Guul Draz Specter gets +3/+3 as long as an opponent has no cards in hand. Whenever Guul Draz Specter deals combat damage to a player, that player discards a card.
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Gylwain, Casting Director
( 3)
Legendary Creature — Human Bard
(2/3)
Whenever Gylwain, Casting Director or another nontoken creature you control enters, choose one — • Create a Royal Role token attached to that creature. • Create a Sorcerer Role token attached to that creature. • Create a Monster Role token attached to that creature.
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Gyome, Master Chef
( 4)
Legendary Creature — Troll Warlock
(5/3)
Trample At the beginning of your end step, create a number of Food tokens equal to the number of nontoken creatures you had enter under your control this turn. , Sacrifice a Food: Target creature gains indestructible until end of turn. Tap it.
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Gyrus, Waker of Corpses
( 3)
Legendary Creature — Hydra
(0/0)
Gyrus, Waker of Corpses enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Whenever Gyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
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Haakon, Stromgald Scourge
( 3)
Legendary Creature — Zombie Knight
(3/3)
You may cast Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is on the battlefield, you may cast Knight spells from your graveyard. When Haakon dies, you lose 2 life.
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Haazda Officer
( 3)
Creature — Human Soldier
(3/2)
When Haazda Officer enters, target creature you control gets +1/+1 until end of turn.
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Hackrobat
( 3)
Creature — Human Rogue
(2/3)
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) : Hackrobat gains deathtouch until end of turn. : Hackrobat gets +2/-2 until end of turn.
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Hadana's Climb
( 3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
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Merchant of the Vale (Haggle)
( 1)
Instant — Adventure
You may discard a card. If you do, draw a card. (Then exile this card. You may cast the creature later from exile.)
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Hagra Constrictor
( 3)
Creature — Snake
(0/0)
Hagra Constrictor enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
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Hagra Crocodile
( 4)
Creature — Crocodile
(3/1)
Hagra Crocodile can't block. Landfall — Whenever a land you control enters, Hagra Crocodile gets +2/+2 until end of turn.
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Haktos the Unscarred
( 4)
Legendary Creature — Human Warrior
(6/1)
Haktos the Unscarred attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.
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Halcyon Glaze
( 3)
Enchantment
Whenever you cast a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn.
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Haldan, Avid Arcanist
( 3)
Legendary Creature — Human Wizard
(1/4)
Partner with Pako, Arcane Retriever (When this creature enters, target player may put Pako into their hand from their library, then shuffle.) You may play lands and cast noncreature spells from among cards you exiled that have fetch counters on them, and you may spend mana as though it were mana of any color to cast those spells.
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Halimar Excavator
( 2)
Creature — Human Wizard Ally
(1/3)
Whenever Halimar Excavator or another Ally you control enters, target player mills X cards, where X is the number of Allies you control.
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Halimar Tidecaller
( 3)
Creature — Human Wizard Ally
(2/3)
When Halimar Tidecaller enters, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
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Halimar Wavewatch
( 2)
Creature — Merfolk Soldier
(0/3)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Hallar, the Firefletcher
( 3)
Legendary Creature — Elf Archer
(3/3)
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
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Halo Scarab
( 2)
Artifact Creature — Insect
(2/1)
, Exile Halo Scarab from your graveyard: Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Halo-Charged Skaab
( 5)
Creature — Zombie
(4/4)
When Halo-Charged Skaab enters, each player mills two cards. Then you may put an instant, sorcery, or battle card from your graveyard on top of your library. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
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Halsin, Emerald Archdruid
( 4)
Legendary Creature — Elf Druid
(2/4)
: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types. Choose a Background (You can have a Background as a second commander.)
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Hamlet Captain
( 2)
Creature — Human Warrior
(2/2)
Whenever Hamlet Captain attacks or blocks, other Humans you control get +1/+1 until end of turn.
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Hamletback Goliath
( 7)
Creature — Giant Warrior
(6/6)
Whenever another creature enters, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
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Hammerfest Boomtacular
( 5)
Enchantment
Whenever you cast a spell with a Goblin Explosioneers watermark, Hammerfest Boomtacular deals 2 damage to any target.
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Hancock, Ghoulish Mayor
( 3)
Legendary Creature — Zombie Mutant Advisor
(2/1)
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Hand of Cruelty
( 2)
Creature — Human Samurai
(2/2)
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Justice
( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Vecna
( 3)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip
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Handcuffs
( 5)
Enchantment
As Handcuffs enters, choose a player. When the chosen player's hands aren't touching each other, sacrifice Handcuffs and that player sacrifices three permanents.
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Handy Dandy Clone Machine
( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Hangar Scrounger
( 3)
Creature — Dwarf Pilot
(2/1)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
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Hangarback Walker
( 0)
Artifact Creature — Construct
(0/0)
Hangarback Walker enters with X +1/+1 counters on it. When Hangarback Walker dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on Hangarback Walker. , : Put a +1/+1 counter on Hangarback Walker.
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Hanged Executioner
( 3)
Creature — Spirit
(1/1)
Flying When Hanged Executioner enters, create a 1/1 white Spirit creature token with flying. , Exile Hanged Executioner: Exile target creature.
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Hanna's Custody
( 3)
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
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Hanweir Lancer
( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Hanweir Lancer is paired with another creature, both creatures have first strike.
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Hanweir Militia Captain
( 2)
Creature — Human Soldier
(2/2)
At the beginning of your upkeep, if you control four or more creatures, transform Hanweir Militia Captain.
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Hanweir Watchkeep
( 3)
Creature — Human Warrior Werewolf
(1/5)
Defender At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.
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Hapless Researcher
( 1)
Creature — Human Wizard
(1/1)
Sacrifice Hapless Researcher: Draw a card, then discard a card.
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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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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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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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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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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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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 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 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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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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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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Haunting Echoes
( 5)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
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Havengul Lich
( 5)
Creature — Zombie Wizard
(4/4)
: You may cast target creature card in a graveyard this turn. When you cast it this turn, Havengul Lich gains all activated abilities of that card until end of turn.
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Havoc
( 2)
Enchantment
Whenever an opponent casts a white spell, they lose 2 life.
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Havoc Demon
( 7)
Creature — Demon
(5/5)
Flying When Havoc Demon dies, all creatures get -5/-5 until end of turn.
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Havoc Devils
( 4)
Creature — Devil
(4/3)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Havoc Eater
( 7)
Creature — Elemental
(3/3)
Flying When Havoc Eater enters, for each opponent, goad up to one target creature that opponent controls. Put X +1/+1 counters on Havoc Eater, where X is the total power of creatures goaded this way.
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Havoc Festival
( 6)
Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses half their life, rounded up.
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Havoc Jester
( 5)
Creature — Devil
(5/5)
Whenever you sacrifice a permanent, Havoc Jester deals 1 damage to any target.
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Havoc Sower
( 4)
Creature — Eldrazi Drone
(3/3)
Devoid (This card has no color.) : Havoc Sower gets +2/+1 until end of turn. ( represents colorless mana.)
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Haystack
( 2)
Artifact
, : Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
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Hazel's Nocturne
( 4)
Instant
Return up to two target creature cards from your graveyard to your hand. Each opponent loses 2 life and you gain 2 life.
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Hazy Homunculus
( 2)
Creature — Homunculus Illusion
(1/1)
Hazy Homunculus can't be blocked as long as defending player controls an untapped land.
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Headless Specter
( 3)
Creature — Specter
(2/2)
Flying Hellbent — Whenever Headless Specter deals combat damage to a player, if you have no cards in hand, that player discards a card at random.
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Headliner Scarlett
( 4)
Legendary Creature — Human Warlock
(3/3)
Haste When Headliner Scarlett enters, creatures target player controls can't block this turn. At the beginning of your upkeep, exile the top card of your library face down. You may look at and play that card this turn.
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Heal the Scars
( 4)
Instant
Regenerate target creature. You gain life equal to that creature's toughness.
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