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Thunderous Debut
( 8)
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top twenty cards of your library. You may reveal up to two creature cards from among them. If this spell was bargained, put the revealed cards onto the battlefield. Otherwise, put the revealed cards into your hand. Then shuffle.
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Thunderous Might
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, it gets +X/+0 until end of turn, where X is your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
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Thunderous Orator
( 2)
Creature — Kor Wizard
(2/2)
Vigilance Whenever Thunderous Orator attacks, it gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, indestructible, lifelink, menace, and trample.
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Thunderous Snapper
( 4)
Creature — Turtle Hydra
(4/4)
Whenever you cast a spell with mana value 5 or greater, draw a card.
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Thunderous Wrath
( 6)
Instant
Thunderous Wrath deals 5 damage to any target. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Thunderscape Familiar
( 2)
Creature — Kavu
(1/1)
First strike Black spells and green spells you cast cost less to cast.
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Thundersong Trumpeter
( 2)
Creature — Human Soldier
(2/1)
: Target creature can't attack or block this turn.
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Thunderstaff
( 3)
Artifact
As long as Thunderstaff is untapped, if a creature would deal combat damage to you, prevent 1 of that damage. , : Attacking creatures get +1/+0 until end of turn.
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Thundersteel Colossus
( 7)
Artifact — Vehicle
(7/7)
Trample, haste Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Thunder-Thrash Elder
( 3)
Creature — Lizard Warrior
(1/1)
Devour 3 (As this enters, you may sacrifice any number of creatures. This creature enters with three times that many +1/+1 counters on it.)
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Thundertrap Trainer
( 2)
Creature — Otter Wizard
(1/2)
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, look at the top four cards of your library. You may reveal a noncreature, nonland 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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Thunderwave
( 4)
Sorcery
Roll a d20. 1–9 | Thunderwave deals 3 damage to each creature. 10–19 | You may choose a creature. Thunderwave deals 3 damage to each creature not chosen this way. 20 | Thunderwave deals 6 damage to each creature your opponents control.
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Thunderwolf Cavalry
( 5)
Creature — Astartes Warrior
(4/4)
First strike Crushing Teeth — Whenever Thunderwolf Cavalry deals combat damage to a player, put a +1/+1 counter on each other creature you control.
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Tibalt, the Fiend-Blooded
( 2)
Legendary Planeswalker — Tibalt
(2)
+1: Draw a card, then discard a card at random. −4: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player. −6: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
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Tibalt, Wicked Tormentor
( 5)
Legendary Planeswalker — — Tibalt
+1: Add . Draft a card from Tibalt, Wicked Tormentor's spellbook, then exile it. Until end of turn, you may cast that card. +1: Tibalt, Wicked Tormentor deals 3 damage to target creature or planeswalker unless its controller has Tibalt deal 3 damage to them. If they do, you may discard a card. If you do, draw a card. −X: Create X 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
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Tibor and Lumia
( 4)
Legendary Creature — Human Wizard
(3/3)
Whenever you cast a blue spell, target creature gains flying until end of turn. Whenever you cast a red spell, Tibor and Lumia deals 1 damage to each creature without flying.
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Tidal Barracuda
( 4)
Creature — Fish
(3/4)
Any player may cast spells as though they had flash. Your opponents can't cast spells during your turn.
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Tidal Bore
( 2)
Instant
You may return an Island you control to its owner's hand rather than pay this spell's mana cost. You may tap or untap target creature.
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Tidal Control
( 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.) Pay 2 life or : Counter target red or green spell. Any player may activate this ability.
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Tidal Courier
( 4)
Creature — Merfolk
(1/2)
When Tidal Courier enters, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library in any order. : Tidal Courier gains flying until end of turn.
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Tidal Force
( 8)
Creature — Elemental
(7/7)
At the beginning of each upkeep, you may tap or untap target permanent.
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Tidal Influence
( 3)
Enchantment
Cast this spell only if no permanents named Tidal Influence are on the battlefield. Tidal Influence enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on Tidal Influence. As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0. As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0. Whenever there are four or more tide counters on Tidal Influence, remove all tide counters from it.
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Tidal Kraken
( 8)
Creature — Kraken
(6/6)
Tidal Kraken can't be blocked.
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Tidal Surge
( 2)
Sorcery
Tap up to three target creatures without flying.
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Tidal Terror
( 6)
Creature — Octopus
(5/6)
Whenever Tidal Terror attacks, you may tap two other untapped creatures you control. If you do, Tidal Terror can't be blocked this turn. Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
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Tidal Visionary
( 1)
Creature — Merfolk Wizard
(1/1)
: Target creature becomes the color of your choice until end of turn.
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Tidal Warrior
( 1)
Creature — Merfolk Warrior
(1/1)
: Target land becomes an Island until end of turn.
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Tidal Wave
( 3)
Instant
Create a 5/5 blue Wall creature token with defender. Sacrifice it at the beginning of the next end step.
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Tide Drifter
( 2)
Creature — Eldrazi Drone
(0/5)
Devoid (This card has no color.) Other colorless creatures you control get +0/+1.
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Tide of War
( 6)
Enchantment
Whenever one or more creatures block, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. If you lose the flip, each blocked creature is sacrificed by its controller.
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Tide Shaper
( 1)
Creature — Merfolk Wizard
(1/1)
Kicker (You may pay an additional as you cast this spell.) When Tide Shaper enters, if it was kicked, target land becomes an Island for as long as Tide Shaper remains on the battlefield. Tide Shaper gets +1/+1 as long as an opponent controls an Island.
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Tide Skimmer
( 4)
Creature — Drake
(2/3)
Flying Whenever you attack with two or more creatures with flying, draw a card.
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Tidebinder Mage
( 2)
Creature — Merfolk Wizard
(2/2)
When Tidebinder Mage enters, tap target red or green creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Tidebinder Mage.
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Tidecaller Mentor
( 3)
Creature — Rat Wizard
(3/3)
Menace Threshold — When Tidecaller Mentor enters, if seven or more cards are in your graveyard, return up to one target nonland permanent to its owner's hand.
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Tideforce Elemental
( 3)
Creature — Elemental
(2/1)
, : You may tap or untap another target creature. Landfall — Whenever a land you control enters, you may untap Tideforce Elemental.
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Tidehollow Sculler
( 2)
Artifact Creature — Zombie
(2/2)
When Tidehollow Sculler enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
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Tidehollow Strix
( 2)
Artifact Creature — Bird
(2/1)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Tidepool Turtle
( 4)
Creature — Turtle
(2/5)
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Tideshaper Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
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Tidespout Tyrant
( 8)
Creature — Djinn
(5/5)
Flying Whenever you cast a spell, return target permanent to its owner's hand.
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Tidewalker
( 3)
Creature — Elemental
(*/*)
Tidewalker enters with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this creature. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it.
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Tidewater Minion
( 5)
Creature — Elemental Minion
(4/4)
Defender (This creature can't attack.) : Tidewater Minion loses defender until end of turn. : Untap target permanent.
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Tidy Conclusion
( 5)
Instant
Destroy target creature. You gain 1 life for each artifact you control.
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Timber Paladin
( 2)
Artifact Creature — Knight
(1/1)
As long as Timber Paladin is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as Timber Paladin is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as Timber Paladin is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample.
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Timber Shredder
( 0)
Creature — Werewolf
(4/2)
Trample At the beginning of each upkeep, if a player cast two or more spells last turn, transform Timber Shredder.
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Timberland Ancient
( 6)
Creature — Treefolk
(6/5)
Reach, trample Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
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Timberland Guide
( 2)
Creature — Human Scout
(1/1)
When Timberland Guide enters, put a +1/+1 counter on target creature.
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Timberland Ruins
( 0)
Land
Timberland Ruins enters tapped. : Add . , Sacrifice Timberland Ruins: Add one mana of any color.
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Timberline Ridge
( 0)
Land
Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. : Add or . Put a depletion counter on Timberline Ridge.
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Time and Tide
( 2)
Instant
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
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Time Lord Regeneration
( 1)
Instant
Until end of turn, target Time Lord you control gains "When this creature dies, reveal cards from the top of your library until you reveal a Time Lord creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order."
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Time of Need
( 2)
Sorcery
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
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Time Sidewalk (playtest)
( 8)
Sorcery
Take an extra turn after this one. If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
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Time to Feed
( 3)
Sorcery
Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
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Timebender
( 1)
Creature — Human Wizard
(1/1)
Morph When Timebender is turned face up, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card.
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Timely Hordemate
( 4)
Creature — Human Warrior
(3/2)
Raid — When Timely Hordemate enters, if you attacked this turn, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Timely Ward
( 3)
Enchantment — Aura
You may cast Timely Ward as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.
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Timid Drake
( 3)
Creature — Drake
(3/3)
Flying When another creature enters, return Timid Drake to its owner's hand.
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Timmerian Fiends
( 3)
Creature — Horror
(1/1)
Remove Timmerian Fiends from your deck before playing if you're not playing for ante. , Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of their library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.
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Tin Street Cadet
( 1)
Creature — Goblin
(1/1)
Whenever Tin Street Cadet becomes blocked, create a 1/1 red Goblin creature token.
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Tin Street Dodger
( 1)
Creature — Goblin Rogue
(1/1)
Haste : Tin Street Dodger can't be blocked this turn except by creatures with defender.
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Tinder Wall
( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) Sacrifice Tinder Wall: Add . , Sacrifice Tinder Wall: It deals 2 damage to target creature it's blocking.
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Tishana, Voice of Thunder
( 7)
Legendary Creature — Merfolk Shaman
(*/*)
Tishana, Voice of Thunder's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. When Tishana enters, draw a card for each creature you control.
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Tishana's Tidebinder
( 3)
Creature — Merfolk Wizard
(3/2)
Flash When Tishana's Tidebinder enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as Tishana's Tidebinder remains on the battlefield. (Mana abilities can't be targeted.)
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Tishana's Wayfinder
( 3)
Creature — Merfolk Scout
(2/2)
When Tishana's Wayfinder 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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Titan of Industry
( 7)
Creature — Elemental
(7/7)
Reach, trample When Titan of Industry enters, choose two — • Destroy target artifact or enchantment. • Target player gains 5 life. • Create a 4/4 green Rhino Warrior creature token. • Put a shield counter on a creature you control.
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Titania's Command
( 6)
Sorcery
Choose two — • Exile target player's graveyard. You gain 1 life for each card exiled this way. • Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. • Create two 2/2 green Bear creature tokens. • Put two +1/+1 counters on each creature you control.
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Titans' Vanguard
( 5)
Creature — Eldrazi
(5/5)
Devoid (This card has no color.) When you cast this spell and whenever Titans' Vanguard attacks, put a +1/+1 counter on each colorless creature you control. Trample
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Tithe Drinker
( 2)
Creature — Vampire
(2/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Tivadar of Thorn
( 3)
Legendary Creature — Human Knight
(2/2)
First strike, protection from red When Tivadar of Thorn enters, destroy target Goblin.
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TL;DR (playtest)
( 2)
Instant
Exile target creature if it has any abilities other than keywords. (Flying, protection, and partner are all keywords. See rule 702 for details. Landfall and scry aren't keywords; they're an ability word and a keyword action respectively. Yes, there's a difference.)
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Tobias, Doomed Conqueror
( 4)
Legendary Creature — Human Soldier
(3/2)
Flash When Tobias, Doomed Conqueror dies, for each nontoken creature you controlled that died this turn, create a 2/2 black Zombie creature token.
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Toby, Beastie Befriender
( 3)
Legendary Creature — Human Wizard
(1/1)
When Toby, Beastie Befriender enters, create a 4/4 white Beast creature token with "This creature can't attack or block alone." As long as you control four or more creature tokens, creature tokens you control have flying.
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Tocatli Honor Guard
( 2)
Creature — Human Soldier
(1/3)
Creatures entering don't cause abilities to trigger.
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Toddler's Rage (playtest)
( 2)
Enchantment — — Aura
Flash Enchant creature Enchanted creature gets +2/+1 and has tantrum. (It's like trample but for blocking.)
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Togglodyte
( 3)
Artifact Creature — Golem
(4/4)
Togglodyte enters turned on. Whenever a player casts a spell, toggle Togglodyte's ON/OFF switch. As long as Togglodyte is turned off, it can't attack or block, and prevent all damage it would deal.
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Toils of Night and Day
( 3)
Instant — Arcane
You may tap or untap target permanent, then you may tap or untap another target permanent.
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Tolarian Drake
( 3)
Creature — Drake
(2/4)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Tolarian Winds
( 2)
Instant
Discard all the cards in your hand, then draw that many cards.
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Tolsimir Wolfblood
( 6)
Legendary Creature — Elf Warrior
(3/4)
Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. : Create Voja, a legendary 2/2 green and white Wolf creature token.
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Tolsimir, Friend to Wolves
( 5)
Legendary Creature — Elf Scout
(3/3)
When Tolsimir, Friend to Wolves enters, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token. Whenever a Wolf you control enters, you gain 3 life and that creature fights up to one target creature you don't control.
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Tolsimir, Midnight's Light
( 5)
Legendary Creature — Elf Scout
(3/2)
Lifelink When Tolsimir, Midnight's Light enters, create Voja Fenstalker, a legendary 5/5 green and white Wolf creature token with trample. Whenever a Wolf you control attacks, if Tolsimir attacked this combat, target creature an opponent controls blocks that Wolf this combat if able.
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Toluz, Clever Conductor
( 3)
Legendary Creature — Human Rogue
(3/1)
When Toluz, Clever Conductor enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you discard one or more cards, exile them from your graveyard. When Toluz dies, put the cards exiled with it into their owner's hand.
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Tom Bombadil
( 5)
Legendary Creature — God Bard
(4/4)
As long as there are four or more lore counters among Sagas you control, Tom Bombadil has hexproof and indestructible. Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn.
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