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Finale of Eternity
( 2)
Sorcery
Destroy up to three target creatures with toughness X or less. If X is 10 or more, return all creature cards from your graveyard to the battlefield.
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Finale of Glory
( 2)
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
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Finale of Promise
( 2)
Sorcery
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
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Finale of Revelation
( 2)
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.
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Find // Finality (Finality)
( 6)
Sorcery
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
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Final-Sting Faerie
( 4)
Creature — Faerie Assassin
(2/2)
Flying When Final-Sting Faerie enters, destroy target creature that was dealt damage this turn.
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Final-Word Phantom
( 3)
Creature — Spirit Detective
(1/4)
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
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Finch Formation
( 3)
Creature — Bird Scout
(2/2)
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.) Flying When this creature enters, target creature you control gains flying until end of turn.
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Find the Path
( 3)
Enchantment — Aura
Enchant land When Find the Path enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has ": Add ."
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Finders, Keepers
( 6)
Sorcery
Destroy target creature, then assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Finest Hour
( 5)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
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Start // Finish (Finish)
( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) As an additional cost to cast Finish, sacrifice a creature. Destroy target creature.
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Finishing Move
( 3)
Sorcery
You get , then you may put a sticker on a nonland permanent you own. Target creature you control deals damage equal to its power to target creature you don't control.
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Finneas, Ace Archer
( 2)
Legendary Creature — Rabbit Archer
(2/2)
Vigilance, reach Whenever Finneas, Ace Archer attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.
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Firbolg Flutist
( 6)
Creature — Giant Bard
(4/4)
Enthralling Performance — When Firbolg Flutist enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Fire // Ice (Fire)
( 2)
Instant
Fire deals 2 damage divided as you choose among one or two targets.
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Fire Ambush
( 2)
Sorcery
Fire Ambush deals 3 damage to any target.
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Fire and Brimstone
( 5)
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Fire Ants
( 3)
Creature — Insect
(2/1)
: Fire Ants deals 1 damage to each other creature without flying.
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Fire at Will
( 3)
Instant
Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
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Fire Bowman
( 1)
Creature — Human Soldier Archer
(1/1)
Sacrifice Fire Bowman: It deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Fire Covenant
( 3)
Instant
As an additional cost to cast this spell, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures.
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Fire Diamond
( 2)
Artifact
Fire Diamond enters tapped. : Add .
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Fire Dragon
( 9)
Creature — Dragon
(6/6)
Flying When Fire Dragon enters, it deals damage to target creature equal to the number of Mountains you control.
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Fire Drake
( 3)
Creature — Drake
(1/2)
Flying : Fire Drake gets +1/+0 until end of turn. Activate only once each turn.
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Fire Giant's Fury
( 2)
Sorcery
Target Giant you control gets +2/+2 and gains trample until end of turn. Whenever it deals combat damage to a player this turn, exile that many cards from the top of your library. Until the end of your next turn, you may play those cards.
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Fire Imp
( 3)
Creature — Imp
(2/1)
When Fire Imp enters, it deals 2 damage to target creature.
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Fire Juggler
( 3)
Creature — Goblin Shaman
(2/2)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Fire of Orthanc
( 4)
Sorcery
Destroy target artifact or land. Creatures without flying can't block this turn.
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Fire Prophecy
( 2)
Instant
Fire Prophecy deals 3 damage to target creature. You may put a card from your hand on the bottom of your library. If you do, draw a card.
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Fire Servant
( 5)
Creature — Elemental
(4/3)
If a red instant or sorcery spell you control would deal damage, it deals double that damage instead.
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Fire Shrine Keeper
( 1)
Creature — Elemental
(1/1)
Menace , , Sacrifice Fire Shrine Keeper: It deals 3 damage to each of up to two target creatures.
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Fire Snake
( 5)
Creature — Snake
(3/1)
When Fire Snake dies, destroy target land.
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Fire Tempest
( 7)
Sorcery
Fire Tempest deals 6 damage to each creature and each player.
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Fire Urchin
( 2)
Creature — Elemental
(1/3)
Trample Whenever you cast an instant or sorcery spell, Fire Urchin gets +1/+0 until end of turn.
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Fire Whip
( 2)
Enchantment — Aura
Enchant creature you control Enchanted creature has ": This creature deals 1 damage to any target." Sacrifice Fire Whip: Fire Whip deals 1 damage to any target.
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Fireball
( 1)
Sorcery
This spell costs more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.
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Fire-Belly Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Fire-Belly Changeling gets +1/+0 until end of turn. Activate no more than twice each turn.
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Fireblade Artist
( 2)
Creature — Human Shaman
(2/2)
Haste At the beginning of your upkeep, you may sacrifice a creature. When you do, Fireblade Artist deals 2 damage to target opponent or planeswalker.
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Fireblade Charger
( 1)
Creature — Goblin Warrior
(1/1)
As long as Fireblade Charger is equipped, it has haste. When Fireblade Charger dies, it deals damage equal to its power to any target.
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Fireblast
( 6)
Instant
You may sacrifice two Mountains rather than pay this spell's mana cost. Fireblast deals 4 damage to any target.
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Firebolt
( 1)
Sorcery
Firebolt deals 2 damage to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Firebrand Archer
( 2)
Creature — Human Archer
(2/1)
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
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Firebrand Ranger
( 2)
Creature — Human Soldier Ranger
(2/1)
, : You may put a basic land card from your hand onto the battlefield.
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Firebreathing
( 1)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn.
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Firecannon Blast
( 3)
Sorcery
Firecannon Blast deals 3 damage to target creature. Raid — Firecannon Blast deals 6 damage instead if you attacked this turn.
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Firecat Blitz
( 2)
Sorcery
Create X 1/1 red Elemental Cat creature tokens with haste. Exile them at the beginning of the next end step. Flashback—, Sacrifice X Mountains. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Firedrinker Satyr
( 1)
Creature — Satyr Shaman
(2/1)
Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you. : Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.
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Firefiend Elemental
( 4)
Creature — Elemental
(3/2)
Haste (This creature can attack and as soon as it comes under your control.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Firefist Adept
( 5)
Creature — Human Wizard
(3/3)
When Firefist Adept enters, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
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Firefist Striker
( 2)
Creature — Human Soldier
(2/1)
Battalion — Whenever Firefist Striker and at least two other creatures attack, target creature can't block this turn.
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Fireflux Squad
( 4)
Creature — Human Soldier
(4/3)
Haste Whenever Fireflux Squad attacks, you may exile another target attacking creature you control. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
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Firefly
( 4)
Creature — Insect
(1/1)
Flying : Firefly gets +1/+0 until end of turn.
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Fireforger's Puzzleknot
( 2)
Artifact
When Fireforger's Puzzleknot enters, it deals 1 damage to any target. , Sacrifice Fireforger's Puzzleknot: It deals 1 damage to any target.
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Fireglass Mentor
( 2)
Creature — Lizard Warlock
(2/1)
At the beginning of your second main phase, if an opponent lost life this turn, exile the top two cards of your library. Choose one of them. Until end of turn, you may play that card.
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Firehoof Cavalry
( 1)
Creature — Human Berserker
(1/1)
: Firehoof Cavalry gets +2/+0 and gains trample until end of turn.
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Firemane Avenger
( 4)
Creature — Angel
(3/3)
Flying Battalion — Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to any target and you gain 3 life.
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Firemane Commando
( 4)
Creature — Angel Soldier
(4/3)
Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
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Firemantle Mage
( 3)
Creature — Human Shaman Ally
(2/2)
Rally — Whenever Firemantle Mage or another Ally you control enters, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Firemaw Kavu
( 6)
Creature — Kavu
(4/2)
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.) When Firemaw Kavu enters, it deals 2 damage to target creature. When Firemaw Kavu leaves the battlefield, it deals 4 damage to target creature.
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Firemind Vessel
( 4)
Artifact
Firemind Vessel enters tapped. : Add two mana of different colors.
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Firemind's Foresight
( 7)
Instant
Search your library for an instant card with mana value 3, reveal it, and put it into your hand. Then repeat this process for instant cards with mana values 2 and 1. Then shuffle.
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Firemind's Research
( 2)
Enchantment
Whenever you cast an instant or sorcery spell, put a charge counter on Firemind's Research. , Remove two charge counters from Firemind's Research: Draw a card. , Remove five charge counters from Firemind's Research: It deals 5 damage to any target.
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Fire-Omen Crane
( 5)
Creature — Bird Spirit
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Fire-Omen Crane attacks, it deals 1 damage to target creature an opponent controls.
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Fires of Invention
( 4)
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn. You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
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Fires of Mount Doom
( 3)
Legendary Enchantment
When Fires of Mount Doom enters, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature. : Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
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Fires of Undeath
( 3)
Instant
Fires of Undeath deals 2 damage to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Fires of Yavimaya
( 3)
Enchantment
Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
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Firescreamer
( 4)
Creature — Kavu
(2/2)
: Firescreamer gets +1/+0 until end of turn.
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Fireshrieker
( 3)
Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Fireslinger
( 2)
Creature — Human Wizard
(1/1)
: Fireslinger deals 1 damage to any target and 1 damage to you.
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Firesong and Sunspeaker
( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firespitter Whelp
( 3)
Creature — Dragon
(2/2)
Flying Whenever you cast a noncreature or Dragon spell, Firespitter Whelp deals 1 damage to each opponent.
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Firestorm
( 1)
Instant
As an additional cost to cast this spell, discard X cards. Firestorm deals X damage to each of X targets.
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Firestorm Hellkite
( 6)
Creature — Dragon
(6/6)
Flying, trample 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.)
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Firestorm Phoenix
( 6)
Creature — Phoenix
(3/2)
Flying If Firestorm Phoenix would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
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Firewake Sliver
( 3)
Creature — Sliver
(1/1)
All Sliver creatures have haste. All Slivers have ", Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn."
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Firewild Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Firewild Borderpost enters tapped. : Add or .
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Firja, Judge of Valor
( 5)
Legendary Creature — Angel Cleric
(2/4)
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Firja's Retribution
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 4/4 white Angel Warrior creature token with flying and vigilance. II — Until end of turn, Angels you control gain ": Destroy target creature with power less than this creature's power." III — Angels you control gain double strike until end of turn.
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Firkraag, Cunning Instigator
( 5)
Legendary Creature — Dragon
(3/3)
Flying, haste Whenever one or more Dragons you control attack an opponent, goad target creature that player controls. Whenever a creature deals combat damage to one of your opponents, if that creature had to attack this combat, you put a +1/+1 counter on Firkraag, Cunning Instigator and you draw a card.
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Firmament Sage
( 4)
Creature — Human Wizard
(2/3)
If it's neither day nor night, it becomes day as Firmament Sage enters. Whenever day becomes night or night becomes day, draw a card.
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First Come, First Served
( 2)
Enchantment
Each attacking or blocking creature with the lowest collector number among attacking or blocking creatures has first strike.
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First Day of Class
( 2)
Instant
Whenever a creature you control enters this turn, put a +1/+1 counter on it and it gains haste until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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First Pick
( 4)
Instant
Destroy target artifact or enchantment. Assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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First Responder
( 4)
Creature — Ogre Citizen
(3/3)
Vigilance At the beginning of your end step, you may return another creature you control to its owner's hand, then put a number of +1/+1 counters equal to that creature's power on First Responder.
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First Response
( 4)
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
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