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Delaying Shield
( 4)
Enchantment
If damage would be dealt to you, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay .
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Delete
( 2)
Sorcery
Delete deals X damage to each nonartifact creature and each player.
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Delif's Cone
( 0)
Artifact
, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it assigns no combat damage this turn.
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Delif's Cube
( 1)
Artifact
, : This turn, when target creature you control attacks and isn't blocked, it assigns no combat damage this turn and you put a cube counter on Delif's Cube. , Remove a cube counter from Delif's Cube: Regenerate target creature.
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Delighted Halfling
( 1)
Creature — Halfling Citizen
(1/2)
: Add . : Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
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Delina, Wild Mage
( 4)
Legendary Creature — Elf Shaman
(3/2)
Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20. 1–14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this creature." 15–20 | Create one of those tokens. You may roll again.
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Delirium
( 3)
Instant
Cast this spell only during an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.
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Deliver Unto Evil
( 3)
Sorcery
Choose up to four target cards in your graveyard. If you control a Bolas planeswalker, return those cards to your hand. Otherwise, an opponent chooses two of them. Leave the chosen cards in your graveyard and put the rest into your hand. Exile Deliver Unto Evil.
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Delney, Streetwise Lookout
( 3)
Legendary Creature — Human Scout
(2/2)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
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Delraich
( 7)
Creature — Horror
(6/6)
You may sacrifice three black creatures rather than pay this spell's mana cost. Trample
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Deluge
( 3)
Instant
Tap all creatures without flying.
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Deluge of Doom
( 3)
Sorcery
All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard.
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Deluge of the Dead
( 0)
Enchantment
When Deluge of the Dead enters, create two 2/2 black Zombie creature tokens. : Exile target card from a graveyard. If it was a creature card, create a 2/2 black Zombie creature token.
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Delusions of Mediocrity
( 4)
Enchantment
When Delusions of Mediocrity enters, you gain 10 life. When Delusions of Mediocrity leaves the battlefield, you lose 10 life.
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Deluxe Dragster
( 5)
Artifact — Vehicle
(4/3)
Deluxe Dragster can't be blocked except by Vehicles. Whenever Deluxe Dragster deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead. Crew 2
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Delver of Secrets
( 1)
Creature — Human Wizard
(1/1)
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets.
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Delver's Torch
( 2)
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Supply // Demand (Demand)
( 3)
Sorcery
Search your library for a multicolored card, reveal it, put it into your hand, then shuffle.
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Demand Answers
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.
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Demanding Dragon
( 5)
Creature — Dragon
(5/5)
Flying When Demanding Dragon enters, it deals 5 damage to target opponent unless that player sacrifices a creature of their choice.
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Dematerialize
( 4)
Sorcery
Return target permanent to its owner's hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Dementia Bat
( 5)
Creature — Phyrexian Bat
(2/2)
Flying , Sacrifice Dementia Bat: Target player discards two cards.
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Dementia Sliver
( 5)
Creature — Sliver
(3/3)
All Slivers have ": Choose a card name. Target opponent reveals a card at random from their hand. If that card has the chosen name, that player discards it. Activate only during your turn."
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Demigod of Revenge
( 5)
Creature — Spirit Avatar
(5/4)
When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield. Flying, haste
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Demilich
( 4)
Creature — Skeleton Wizard
(4/3)
This spell costs less to cast for each instant and sorcery spell you've cast this turn. Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy. You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
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Demogorgon's Clutches
( 3)
Sorcery
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
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Demolish
( 4)
Sorcery
Destroy target artifact or land.
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Demolisher Spawn
( 7)
Enchantment Creature — Horror
(7/7)
Trample, haste Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn.
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Demolition Stomper
( 6)
Artifact — Vehicle
(10/7)
Demolition Stomper can't be blocked by creatures with power 2 or less. Crew 5 (Tap any number of creatures you control with total power 5 or more: This Vehicle becomes an artifact creature until end of turn.)
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Demon
( 0)
Creature — Demon
(*/*)
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Demon Bolt
( 3)
Instant
Demon Bolt deals 4 damage to target creature or planeswalker. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Demon of Catastrophes
( 4)
Creature — Demon
(6/6)
As an additional cost to cast this spell, sacrifice a creature. Flying, trample
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Demon of Death's Gate
( 9)
Creature — Demon
(9/9)
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost. Flying, trample
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Demon of Fate's Design
( 6)
Enchantment Creature — Demon
(6/6)
Flying, trample Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. , Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
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Demon of Loathing
( 7)
Creature — Demon
(7/7)
Flying, trample Whenever Demon of Loathing deals combat damage to a player, that player sacrifices a creature of their choice.
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Demon of Wailing Agonies
( 5)
Creature — Demon
(4/4)
Flying Lieutenant — As long as you control your commander, Demon of Wailing Agonies gets +2/+2 and has "Whenever Demon of Wailing Agonies deals combat damage to a player, that player sacrifices a creature of their choice."
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Demonfire
( 1)
Sorcery
Demonfire deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Hellbent — If you have no cards in hand, this spell can't be countered and the damage can't be prevented.
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Demonic Appetite
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature.
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Demonic Attorney
( 3)
Sorcery
Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of their library.
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Demonic Bargain
( 3)
Sorcery
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
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Demonic Collusion
( 5)
Sorcery
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Search your library for a card, put that card into your hand, then shuffle.
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Demonic Consultation
( 1)
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
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Demonic Counsel
( 2)
Sorcery
Search your library for a Demon card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.
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Demonic Covenant
( 6)
Kindred Enchantment — Demon
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant.
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Demonic Dread
( 3)
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.) Target creature can't block this turn.
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Demonic Embrace
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types. You may cast Demonic Embrace from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
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Demonic Gifts
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control."
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Demonic Lore
( 3)
Enchantment
When Demonic Lore enters, draw three cards. At the beginning of your end step, you lose 2 life for each card in your hand.
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Demonic Pact
( 4)
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen — • This enchantment deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.
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Demonic Rising
( 5)
Enchantment
At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.
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Demonic Ruckus
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When Demonic Ruckus is put into a graveyard from the battlefield, draw a card. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Hezrou (Demonic Stench)
( 1)
Instant — Adventure
Each creature that blocked this turn gets -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Demonic Taskmaster
( 3)
Creature — Demon
(4/3)
Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.
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Demonic Torment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Demonic Tourist Laser
( 0)
Stickers
2 — Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) 3 — When this permanent dies, you get seven . 2 — 1/4 5 — 9/6
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Demonic Tutor
( 2)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Demonic Vigor
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature dies, return that card to its owner's hand.
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Demonlord Belzenlok
( 6)
Legendary Creature — Elder Demon
(6/6)
Flying, trample When Demonlord Belzenlok enters, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's mana value is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
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Demonlord of Ashmouth
( 4)
Creature — Demon
(5/4)
Flying When Demonlord of Ashmouth enters, exile it unless you sacrifice another creature. 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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Demonmail Hauberk
( 4)
Artifact — Equipment
Equipped creature gets +4/+2. Equip—Sacrifice a creature.
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Demon-Possessed Witch
( 0)
Creature — Human Shaman
(4/3)
When this creature transforms into Demon-Possessed Witch, you may destroy target creature.
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Demon's Disciple
( 3)
Creature — Human Cleric
(3/1)
When Demon's Disciple enters, each player sacrifices a creature or planeswalker of their choice.
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Demon's Due
( 4)
Instant
Scry 2, then draw two cards. You lose 2 life.
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Demon's Grasp
( 5)
Sorcery
Target creature gets -5/-5 until end of turn.
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Demon's Horn
( 2)
Artifact
Whenever a player casts a black spell, you may gain 1 life.
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Demon's Jester
( 4)
Creature — Imp
(2/2)
Flying Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand.
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Demonspine Whip
( 2)
Artifact — Equipment
: Equipped creature gets +X/+0 until end of turn. Equip
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Demoralize
( 3)
Instant
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.
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Demotion
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
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Demystify
( 1)
Instant
Destroy target enchantment.
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Den of the Bugbear
( 0)
Land
If you control two or more other lands, Den of the Bugbear enters tapped. : Add . : Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Den Protector
( 2)
Creature — Human Warrior
(2/1)
Creatures with power less than Den Protector's power can't block it. Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Den Protector is turned face up, return target card from your graveyard to your hand.
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Denethor, Ruling Steward
( 3)
Legendary Creature — Human Noble
(2/4)
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 white Human Soldier creature token. , Sacrifice another creature: Each opponent loses 1 life and you gain 1 life.
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Denethor, Stone Seer
( 2)
Legendary Creature — Human Noble
(1/3)
When Denethor, Stone Seer enters, scry 2. , , Sacrifice Denethor: Target player becomes the monarch. Denethor deals 3 damage to any target.
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Denied!
( 1)
Instant
Choose a card name, then target spell's controller reveals their hand. If a card with the chosen name is revealed this way, counter that spell.
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Denizen of the Deep
( 8)
Creature — Serpent
(11/11)
When Denizen of the Deep enters, return each other creature you control to its owner's hand.
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Dennick, Pious Apparition
( 0)
Legendary Creature — Spirit Soldier
(3/2)
Flying Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") If Dennick, Pious Apparition would be put into a graveyard from anywhere, exile it instead.
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Dennick, Pious Apprentice
( 2)
Legendary Creature — Human Soldier
(2/3)
Lifelink Cards in graveyards can't be the targets of spells or abilities. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Denry Klin, Editor in Chief
( 4)
Legendary Creature — Cat Advisor
(2/2)
Denry Klin, Editor in Chief enters with your choice of a +1/+1, first strike, or vigilance counter on it. Whenever a nontoken creature you control enters, if Denry has counters on it, put the same number of each kind of counter on that creature.
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Dense Canopy
( 2)
Enchantment
Creatures with flying can block only creatures with flying.
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Dense Foliage
( 3)
Enchantment
Creatures can't be the targets of spells.
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Deny Existence
( 3)
Instant
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Deny Reality
( 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.) Return target permanent to its owner's hand.
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Deny the Divine
( 3)
Instant
Counter target creature or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Deny the Witch
( 4)
Instant
Counter target spell, activated ability, or triggered ability. Its controller loses life equal to the number of creatures you control.
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Denying Wind
( 9)
Sorcery
Search target player's library for up to seven cards and exile them. Then that player shuffles.
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Depala, Pilot Exemplar
( 3)
Legendary Creature — Dwarf Pilot
(3/3)
Other Dwarves you control get +1/+1. Each Vehicle you control gets +1/+1 as long as it's a creature. Whenever Depala, Pilot Exemplar becomes tapped, you may pay . If you do, reveal the top X cards of your library, put all Dwarf and Vehicle cards from among them into your hand, then put the rest on the bottom of your library in a random order.
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Depart the Realm
( 2)
Instant
Return target nonland permanent to its owner's hand. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Departed Deckhand
( 2)
Creature — Spirit Pirate
(2/2)
When Departed Deckhand becomes the target of a spell, sacrifice it. Departed Deckhand can't be blocked except by Spirits. : Another target creature you control can't be blocked this turn except by Spirits.
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Departed Soulkeeper
( 0)
Creature — Spirit
(3/1)
Flying Departed Soulkeeper can block only creatures with flying. If Departed Soulkeeper would be put into a graveyard from anywhere, exile it instead.
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Depose // Deploy (Deploy)
( 4)
Instant
Create two 1/1 colorless Thopter artifact creature tokens with flying, then you gain 1 life for each creature you control.
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Deploy the Gatewatch
( 6)
Sorcery
Look at the top seven cards of your library. Put up to two planeswalker cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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