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Burrenton Shield-Bearers
( 5)
Creature — Kithkin Soldier
(3/3)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.
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Burrowguard Mentor
( 2)
Creature — Rabbit Soldier
(*/*)
Trample Burrowguard Mentor's power and toughness are each equal to the number of creatures you control.
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Canoptek Tomb Sentinel
( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When Canoptek Tomb Sentinel enters from a graveyard, exile up to one target nonland permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Capital Punishment
( 6)
Sorcery
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature for each death vote and discards a card for each taxes vote.
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Caretaker's Talent
( 3)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. : Level 2 //Level_2// When this Class becomes level 2, create a token that's a copy of target token you control. : Level 3 //Level_3// Creature tokens you control get +2/+2.
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Caves of Chaos Adventurer
( 4)
Creature — Human Barbarian
(5/3)
Trample When Caves of Chaos Adventurer enters, you take the initiative. Whenever Caves of Chaos Adventurer attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
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Celestial Ancient
( 5)
Creature — Elemental
(3/3)
Flying Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
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Celestial Judgment
( 6)
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
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Cement Shoes
( 1)
Artifact — Equipment
Equipped creature gets +3/+3 and has "At the beginning of your end step, tap this creature." Equipped creature doesn't untap during its controller's untap step. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Cemetery Recruitment
( 2)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
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Cenn's Enlistment
( 4)
Sorcery
Create two 1/1 white Kithkin Soldier creature tokens. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Centaur Archer
( 3)
Creature — Centaur Archer
(3/2)
: Centaur Archer deals 1 damage to target creature with flying.
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Centaur Battlemaster
( 5)
Creature — Centaur Warrior
(3/3)
Heroic — Whenever you cast a spell that targets Centaur Battlemaster, put three +1/+1 counters on Centaur Battlemaster.
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Centaur Chieftain
( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters, creatures you control get +1/+1 and gain trample until end of turn."
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Centaur Healer
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Healer enters, you gain 3 life.
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Centaur Nurturer
( 4)
Creature — Centaur Druid
(2/4)
When Centaur Nurturer enters, you gain 3 life. : Add one mana of any color.
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Centaur of Attention
( 5)
Creature — Centaur Performer
(3/3)
When Centaur of Attention enters, roll five six-sided dice and store those results on it. At the beginning of combat on your turn, you may reroll any number of Centaur of Attention's stored results. Centaur of Attention gets +X/+X, where X is the greatest number of stored results on it of the same value.
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Centaur Omenreader
( 4)
Snow Creature — Centaur Shaman
(3/3)
As long as Centaur Omenreader is tapped, creature spells you cast cost less to cast.
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Centaur Peacemaker
( 3)
Creature — Centaur Cleric
(3/3)
When Centaur Peacemaker enters, each player gains 4 life.
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Centaur Rootcaster
( 4)
Creature — Centaur Druid
(2/2)
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Centaur Safeguard
( 3)
Creature — Centaur Warrior
(3/1)
( can be paid with either or .) When Centaur Safeguard dies, you may gain 3 life.
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Centaur Veteran
( 6)
Creature — Centaur
(3/3)
Trample , Discard a card: Regenerate Centaur Veteran.
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Centaur Vinecrasher
( 4)
Creature — Plant Centaur
(1/1)
Trample Centaur Vinecrasher enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay . If you do, return Centaur Vinecrasher from your graveyard to your hand.
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Centaur's Herald
( 1)
Creature — Elf Scout
(0/1)
, Sacrifice Centaur's Herald: Create a 3/3 green Centaur creature token.
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Center Soul
( 2)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Central Elevator // Promising Stairs (Central Elevator)
( 4)
Enchantment — Room
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Centrifuge (Centrifuge (a))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 3, 6
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Centrifuge (Centrifuge (b))
( 0)
Artifact — Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens. Lights — 4, 6
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Cephalopod Sentry
( 4)
Artifact Creature — Phyrexian Squid
(*/5)
Flying Cephalopod Sentry's power is equal to the number of artifacts you control.
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Chainer, Dementia Master
( 5)
Legendary Creature — Human Minion
(3/3)
All Nightmares get +1/+1. , Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer, Dementia Master leaves the battlefield, exile all Nightmares.
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Chainer's Torment
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life. III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
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Chainflail Centipede
( 3)
Artifact Creature — Equipment Insect
(2/2)
Whenever Chainflail Centipede or equipped creature attacks, it gets +2/+0 until end of turn. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Changeling Sentinel
( 4)
Creature — Shapeshifter
(3/2)
Changeling (This card is every creature type.) Vigilance
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Circle of Confinement
( 2)
Enchantment
When Circle of Confinement enters, exile target creature an opponent controls with mana value 3 or less until Circle of Confinement leaves the battlefield. Whenever an opponent casts a Vampire spell with the same name as a card exiled with Circle of Confinement, you gain 2 life.
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Citanul Centaurs
( 4)
Creature — Centaur
(6/3)
Shroud (This creature can't be the target of spells or abilities.) Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Clawing Torment
( 1)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets -1/-1 and can't block. Enchanted permanent has "At the beginning of your upkeep, you lose 1 life."
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Clement, the Worrywort
( 3)
Legendary Creature — Frog Druid
(3/3)
Vigilance Whenever Clement, the Worrywort or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand. Frogs you control have ": Add or . Spend this mana only to cast a creature spell."
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Clever Concealment
( 4)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
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Closing Statement
( 5)
Instant
This spell costs less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
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Cloud Elemental
( 3)
Creature — Elemental
(2/3)
Flying Cloud Elemental can block only creatures with flying.
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Coalborn Entity
( 5)
Creature — Elemental
(4/4)
: Coalborn Entity deals 1 damage to target creature token, player, or planeswalker.
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Cogmentor
( 1)
Artifact Creature — Gnome Rigger
(1/1)
Flying : Reassemble target Contraption you control. (Move it onto another one of your sprockets.)
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Compelling Argument
( 2)
Sorcery
Target player mills five cards. Cycling (, Discard this card: Draw a card.)
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Component Collector
( 3)
Creature — Homunculus
(1/4)
If it's neither day nor night, it becomes day as Component Collector enters. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
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Component Pouch
( 3)
Artifact
, Remove a component counter from Component Pouch: Add two mana of different colors. : Roll a d20. 1–9 | Put a component counter on Component Pouch. 10–20 | Put two component counters on Component Pouch.
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Conclave Mentor
( 2)
Creature — Centaur Cleric
(2/2)
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 that creature instead. When Conclave Mentor dies, you gain life equal to its power.
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Conductive Current
( 3)
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
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Containment Breach
( 3)
Sorcery — Lesson
Destroy target artifact or enchantment. If its mana value is 2 or less, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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Containment Construct
( 2)
Artifact Creature — Construct
(2/1)
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
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Containment Membrane
( 3)
Enchantment — Aura
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Enchant creature Enchanted creature doesn't untap during its controller's untap step.
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Containment Priest
( 2)
Creature — Human Cleric
(2/2)
Flash If a nontoken creature would enter and it wasn't cast, exile it instead.
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Contentious Plan
( 2)
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
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Convalescent Care
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
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Convenient Target
( 1)
Enchantment — Aura
Enchant creature When Convenient Target enters, suspect enchanted creature. (It has menace and can't block.) Enchanted creature gets +1/+1. : Return Convenient Target from your graveyard to your hand.
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Copy Enchantment
( 3)
Enchantment
You may have Copy Enchantment enter as a copy of any enchantment on the battlefield.
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Corpulent Corpse
( 6)
Creature — Zombie
(3/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Corrosive Mentor
( 3)
Creature — Elemental Rogue
(1/3)
Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
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Cosmic Intervention
( 4)
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. 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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Council's Judgment
( 3)
Sorcery
Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
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Cramped Vents // Access Maze (Cramped Vents)
( 4)
Enchantment — Room
When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Crashing Centaur
( 6)
Creature — Centaur
(3/4)
, Discard a card: Crashing Centaur gains trample until end of turn. Threshold — As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and has shroud. (It can't be the target of spells or abilities.)
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Crime // Punishment (Crime)
( 5)
Sorcery
Put target creature or enchantment card from an opponent's graveyard onto the battlefield under your control.
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Cruel Entertainment
( 7)
Sorcery
Choose target player and another target player. The first player controls the second player during the second player's next turn, and the second player controls the first player during the first player's next turn.
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Crush Dissent
( 4)
Instant
Counter target spell unless its controller pays . Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Crush of Tentacles
( 6)
Sorcery
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Return all nonland permanents to their owners' hands. If this spell's surge cost was paid, create an 8/8 blue Octopus creature token.
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Cryptic Serpent
( 7)
Creature — Serpent
(6/5)
This spell costs less to cast for each instant and sorcery card in your graveyard.
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Cryptolith Fragment
( 3)
Artifact
Cryptolith Fragment enters tapped. : Add one mana of any color. Each player loses 1 life. At the beginning of your upkeep, if each player has 10 or less life, transform Cryptolith Fragment.
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Curie, Emergent Intelligence
( 2)
Legendary Artifact Creature — Robot
(1/3)
Whenever Curie, Emergent Intelligence deals combat damage to a player, draw cards equal to its base power. , Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
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Cutthroat Centurion
( 3)
Artifact Creature — Phyrexian Warrior
(2/2)
Sacrifice another artifact or creature: Cutthroat Centurion gets +2/+2 until end of turn. Activate only once each turn.
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Daring Apprentice
( 3)
Creature — Human Wizard
(1/1)
, Sacrifice Daring Apprentice: Counter target spell.
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Dark Nourishment
( 5)
Instant
Dark Nourishment deals 3 damage to any target. You gain 3 life.
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Darkblade Agent
( 3)
Creature — Human Assassin
(2/3)
As long as you've surveilled this turn, Darkblade Agent has deathtouch and "Whenever this creature deals combat damage to a player, you draw a card."
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Darksteel Sentinel
( 6)
Artifact Creature — Golem
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Vigilance Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Dawn Elemental
( 4)
Creature — Elemental
(3/3)
Flying Prevent all damage that would be dealt to Dawn Elemental.
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Dawnglade Regent
( 7)
Creature — Elk
(8/8)
When Dawnglade Regent enters, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
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Dawnhart Mentor
( 3)
Creature — Human Warlock
(0/4)
When Dawnhart Mentor enters, create a 1/1 white Human creature token. Coven — : Target creature you control gets +3/+3 and gains trample until end of turn. Activate only if you control three or more creatures with different powers.
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Daxos's Torment
( 4)
Enchantment
Constellation — Whenever Daxos's Torment or another enchantment you control enters, Daxos's Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.
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Deadeye Tormentor
( 3)
Creature — Human Pirate
(2/2)
Raid — When Deadeye Tormentor enters, if you attacked this turn, target opponent discards a card.
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Deathbringer Regent
( 7)
Creature — Dragon
(5/6)
Flying When Deathbringer Regent enters, if you cast it from your hand and there are five or more other creatures on the battlefield, destroy all other creatures.
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Deathless Ancient
( 6)
Creature — Vampire Knight
(4/4)
Flying Tap three untapped Vampires you control: Return Deathless Ancient from your graveyard to your hand.
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Decadent Dragon
( 4)
Creature — Dragon
(4/4)
Flying, trample Whenever Decadent Dragon attacks, create a Treasure token.
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Deepchannel Mentor
( 6)
Creature — Merfolk Rogue
(2/2)
Blue creatures you control can't be blocked.
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Deep-Sea Serpent
( 6)
Creature — Serpent
(5/5)
Deep-Sea Serpent can't attack unless defending player controls an Island.
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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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