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Stormfront Riders
( 5)
Creature — Human Soldier
(4/3)
Flying When Stormfront Riders enters, return two creatures you control to their owner's hand. Whenever Stormfront Riders or another creature is returned to your hand from the battlefield, create a 1/1 white Soldier creature token.
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Stormscape Familiar
( 2)
Creature — Bird
(1/1)
Flying White spells and black spells you cast cost less to cast.
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Storvald, Frost Giant Jarl
( 7)
Legendary Creature — Giant
(7/7)
Ward Other creatures you control have ward . Whenever Storvald enters or attacks, choose one or both — • Target creature has base power and toughness 7/7 until end of turn. • Target creature has base power and toughness 1/1 until end of turn.
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Strafe
( 1)
Sorcery
Strafe deals 3 damage to target nonred creature.
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Strands of Undeath
( 4)
Enchantment — Aura
Enchant creature When Strands of Undeath enters, target player discards two cards. : Regenerate enchanted creature.
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Stream of Consciousness
( 2)
Instant — Arcane
Target player shuffles up to four target cards from their graveyard into their library.
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Stream of Thought
( 1)
Sorcery
Target player mills four cards. You shuffle up to four cards from your graveyard into your library. Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
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Stream of Unconsciousness
( 1)
Kindred Instant — Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
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Strefan, Maurer Progenitor
( 4)
Legendary Creature — Vampire Noble
(3/2)
Flying At the beginning of your end step, create a Blood token for each player who lost life this turn. Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
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Strength from the Fallen
( 2)
Enchantment
Constellation — Whenever Strength from the Fallen or another enchantment you control enters, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
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Strength of Arms
( 1)
Instant
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
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Strength of Cedars
( 5)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of lands you control.
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Strength of Isolation
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Strength of Lunacy
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has protection from white. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Strength of Night
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
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Strength of Solidarity
( 1)
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Strength of the Harvest
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each creature and/or enchantment you control.
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Strength of the Tajuru
( 2)
Instant
Multikicker (You may pay an additional any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
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Strength of Unity
( 4)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
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Strider, Ranger of the North
( 4)
Legendary Creature — Human Ranger
(4/4)
Landfall — Whenever a land you control enters, target creature gets +1/+1 until end of turn. Then if that creature has power 4 or greater, it gains first strike until end of turn.
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String of Disappearances
( 1)
Instant
Return target creature to its owner's hand. Then that creature's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
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Stroke of Luck
( 2)
Sorcery
Look at the top four cards of your library. Choose one of them and put all cards with the same name as the chosen card from among them into your hand. You lose 1 life for each card put into your hand this way. Put the rest on the bottom of your library in a random order.
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Stroke of Midnight
( 3)
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
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Stromkirk Bloodthief
( 3)
Creature — Vampire Rogue
(2/2)
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
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Stronghold Confessor
( 1)
Creature — Human Cleric
(1/1)
Kicker (You may pay an additional as you cast this spell.) Menace (This creature can't be blocked except by two or more creatures.) If Stronghold Confessor was kicked, it enters with two +1/+1 counters on it.
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Struggle for Project Purity
( 4)
Enchantment
As Struggle for Project Purity enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
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Struggle for Sanity
( 4)
Sorcery
Target opponent reveals their hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards they exiled this way to their hand and puts the rest into their graveyard.
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Struggle for Skemfar
( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) 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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Stubborn Burrowfiend
( 2)
Creature — Badger Beast Mount
(2/2)
Whenever Stubborn Burrowfiend becomes saddled for the first time each turn, mill two cards, then Stubborn Burrowfiend gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Student of Elements
( 2)
Creature — Human Wizard
(1/1)
When Student of Elements has flying, flip it.
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Student of Ojutai
( 4)
Creature — Human Monk
(2/4)
Whenever you cast a noncreature spell, you gain 2 life.
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Student of Warfare
( 1)
Creature — Human Knight
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-6 3/3 First strike LEVEL 7+ 4/4 Double strike
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Stuffed Bear
( 2)
Artifact
: Stuffed Bear becomes a 4/4 green Bear artifact creature until end of turn.
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Stuffy Doll
( 5)
Artifact Creature — Construct
(0/1)
Indestructible As Stuffy Doll enters, choose a player. Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player. : Stuffy Doll deals 1 damage to itself.
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Stupefying Touch
( 2)
Enchantment — Aura
Enchant creature When Stupefying Touch enters, draw a card. Enchanted creature's activated abilities can't be activated.
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Subgoyf (playtest)
( 2)
Artifact Creature — — Lhurgoyf
(*/1+*)
Subgoyf's power and toughness are each equal to the number of different subtypes other than creature types among cards in all graveyards and its toughness is equal to that number plus 1. (Subtypes include but are absolutely not limited to: Plains, Equipment, Aura, Arcane, Jace, Curse, Urza's, Ulamog's, etc.)
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Suffer the Past
( 1)
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
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Suffocating Blast
( 4)
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.
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Suffocating Fumes
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Cycling (, Discard this card: Draw a card.)
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Suffocation
( 2)
Instant
Cast this spell only if you were dealt damage this turn by a red instant or sorcery spell. Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn. Draw a card at the beginning of the next turn's upkeep.
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Sulfur Elemental
( 3)
Creature — Elemental
(3/2)
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) White creatures get +1/-1.
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Sulfur Falls
( 0)
Land
Sulfur Falls enters tapped unless you control an Island or a Mountain. : Add or .
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Sulfuric Vapors
( 4)
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
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Sulfuric Vortex
( 3)
Enchantment
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead.
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Sulfurous Blast
( 4)
Instant
Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.
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Sulfurous Mire
( 0)
Snow Land — Swamp Mountain
(: Add or .) Sulfurous Mire enters tapped.
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Sultai Flayer
( 4)
Creature — Snake Shaman
(3/4)
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
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Summons of Saruman
( 2)
Sorcery
Amass Orcs X. Mill X cards. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) Flashback—, Exile X cards from your graveyard.
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Sun Quan, Lord of Wu
( 6)
Legendary Creature — Human Soldier
(4/4)
Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
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Sunbird Effigy
( 0)
Artifact Creature — Bird Construct
(*/*)
Flying, vigilance, haste Sunbird Effigy's power and toughness are each equal to the number of colors among the exiled cards used to craft it. : For each color among the exiled cards used to craft Sunbird Effigy, add one mana of that color.
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Sunblade Elf
( 1)
Creature — Elf Warrior
(1/1)
Sunblade Elf gets +1/+1 as long as you control a Plains. : Creatures you control get +1/+1 until end of turn.
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Sundering Fork
( 0)
Artifact — Contraption
Whenever you crank Sundering Fork, destroy target artifact.
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Sundial of the Infinite
( 2)
Artifact
, : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Sunfall
( 5)
Sorcery
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Sunfire Balm
( 3)
Instant
Prevent the next 4 damage that would be dealt to any target this turn. Cycling (, Discard this card: Draw a card.) When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to any target this turn.
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Sunfire Torch
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Sunforger
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. , Unattach Sunforger: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle. Equip
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Sunfrill Imitator
( 3)
Creature — Dinosaur
(3/3)
Whenever Sunfrill Imitator attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
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Sunhome Enforcer
( 4)
Creature — Giant Soldier
(2/4)
Whenever Sunhome Enforcer deals combat damage, you gain that much life. : Sunhome Enforcer gets +1/+0 until end of turn.
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Sunken Field
( 2)
Enchantment — Aura
Enchant land Enchanted land has ": Counter target spell unless its controller pays ."
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Sunscape Familiar
( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Green spells and blue spells you cast cost less to cast.
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Supplant Form
( 6)
Instant
Return target creature to its owner's hand. You create a token that's a copy of that creature.
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Suppression Field
( 2)
Enchantment
Activated abilities cost more to activate unless they're mana abilities.
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Suq'Ata Firewalker
( 3)
Creature — Human Wizard
(0/1)
Suq'Ata Firewalker can't be the target of red spells or abilities from red sources. : Suq'Ata Firewalker deals 1 damage to any target.
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Sure-Footed Infiltrator
( 4)
Creature — Merfolk Rogue
(2/3)
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn. Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
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Surge of Brilliance
( 2)
Instant
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your 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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Surge of Righteousness
( 2)
Instant
Destroy target black or red creature that's attacking or blocking. You gain 2 life.
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Surge of Salvation
( 1)
Instant
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
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Surge of Strength
( 2)
Instant
As an additional cost to cast this spell, discard a red or green card. Target creature gains trample and gets +X/+0 until end of turn, where X is that creature's mana value.
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Surge of Thoughtweft
( 2)
Kindred Instant — Kithkin
Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.
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Surge of Zeal
( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it gain haste until end of turn.
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Surging Flame
( 2)
Instant
Ripple 4 (When you cast this spell, you may reveal the top four cards of your library. You may cast spells with the same name as this spell from among those cards without paying their mana costs. Put the rest on the bottom of your library.) Surging Flame deals 2 damage to any target.
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Surtland Flinger
( 5)
Creature — Giant Berserker
(4/6)
Whenever Surtland Flinger attacks, you may sacrifice another creature. When you do, Surtland Flinger deals damage equal to the sacrificed creature's power to any target. If the sacrificed creature was a Giant, Surtland Flinger deals twice that much damage instead.
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Surtr, Fiery Jötun
( 5)
Legendary Creature — Giant God Warrior
(5/5)
Trample (This creature can deal excess combat damage to the player it's attacking.) Whenever you cast a historic spell, Surtr, Fiery Jötun deals 3 damage to any target. (Artifacts, legendaries, and Sagas are historic.)
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Survival of the Fittest
( 2)
Enchantment
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
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Survivor of Korlis
( 1)
Creature — Human Soldier
(1/1)
First strike , Exile Survivor of Korlis from your graveyard: Scry 2.
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Survivor of the Unseen
( 3)
Creature — Human Wizard
(2/1)
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.) : Draw two cards, then put a card from your hand on top of your library.
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Susan Foreman
( 2)
Legendary Creature — Time Lord
(1/1)
If you would planeswalk, instead look at the top two cards of your planar deck, put one on the bottom of your planar deck and the other on top, then planeswalk. : Add . Doctor's companion (You can have two commanders if the other is the Doctor.)
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Suspension Field
( 2)
Enchantment
When Suspension Field enters, you may exile target creature with toughness 3 or greater until Suspension Field leaves the battlefield. (That creature returns under its owner's control.)
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Sustainer of the Realm
( 4)
Creature — Angel
(2/3)
Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
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Svyelun of Sea and Sky
( 3)
Legendary Creature — Merfolk God
(3/4)
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Swans of Bryn Argoll
( 4)
Creature — Bird Spirit
(4/3)
Flying If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
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Swarm of Bloodflies
( 5)
Creature — Insect
(0/0)
Flying Swarm of Bloodflies enters with two +1/+1 counters on it. Whenever another creature dies, put a +1/+1 counter on Swarm of Bloodflies.
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