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Angel's Tomb
( 3)
Artifact
Whenever a creature you control enters, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
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Angel's Trumpet
( 3)
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.
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Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Anger
( 4)
Creature — Incarnation
(2/2)
Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
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Anger of the Gods
( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angler Drake
( 6)
Creature — Drake
(4/4)
Flying When Angler Drake enters, you may return target creature to its owner's hand.
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Angler Turtle
( 7)
Creature — Turtle
(5/7)
Hexproof Creatures your opponents control attack each combat if able.
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Angrath, Captain of Chaos
( 4)
Legendary Planeswalker — Angrath
(5)
Creatures you control have menace. −2: 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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Angrath, Minotaur Pirate
( 6)
Legendary Planeswalker — Angrath
(5)
+2: Angrath, Minotaur Pirate deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath, Minotaur Pirate deals damage to that player equal to their total power.
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Angrath, the Flame-Chained
( 5)
Legendary Planeswalker — Angrath
(4)
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
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Angrath's Ambusher
( 3)
Creature — Orc Pirate
(2/3)
Angrath's Ambusher gets +2/+0 as long as you control an Angrath planeswalker.
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Angrath's Fury
( 5)
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Angrath's Marauders
( 7)
Creature — Human Pirate
(4/4)
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Angrath's Rampage
( 2)
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
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Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
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Animal Magnetism
( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animate Graveyard
( 5)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile Animate Graveyard.
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Animist's Awakening
( 1)
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
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Animist's Might
( 3)
Sorcery
This spell costs less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
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Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
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Anje's Ravager
( 3)
Creature — Vampire Berserker
(3/3)
Anje's Ravager attacks each combat if able. Whenever Anje's Ravager attacks, discard your hand, then draw three cards. 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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Annihilating Fire
( 3)
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Annihilating Glare
( 1)
Sorcery
As an additional cost to cast this spell, pay or sacrifice an artifact or creature. Destroy target creature or planeswalker.
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Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Antagonize
( 2)
Instant
Target creature gets +4/+3 until end of turn.
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Anticognition
( 2)
Instant
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
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Anti-Magic Aura
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Anurid Scavenger
( 3)
Creature — Frog Beast
(3/3)
Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.
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Anvil of Bogardan
( 2)
Artifact
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
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Anvilwrought Raptor
( 4)
Artifact Creature — Bird
(2/1)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Anya, Merciless Angel
( 5)
Legendary Creature — Angel
(4/4)
Flying Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half their starting life total. As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
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Anzrag's Rampage
( 5)
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
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Aphetto Dredging
( 4)
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
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Aphetto Grifter
( 3)
Creature — Human Wizard
(1/1)
Tap two untapped Wizards you control: Tap target permanent.
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Apostle of Purifying Light
( 2)
Creature — Human Cleric
(2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) : Exile target card from a graveyard.
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Apostle's Blessing
( 2)
Instant
( can be paid with either or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
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Apothecary Geist
( 4)
Creature — Spirit
(2/3)
Flying When Apothecary Geist enters, if you control another Spirit, you gain 3 life.
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Appendage Amalgam
( 3)
Enchantment Creature — Horror
(3/2)
Flash Whenever Appendage Amalgam attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Sea Hag (Aquatic Ingress)
( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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Arachnogenesis
( 3)
Instant
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
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Aragorn and Arwen, Wed
( 6)
Legendary Creature — Human Elf Noble
(3/6)
Vigilance Whenever Aragorn and Arwen, Wed enters or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control.
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Aragorn, Company Leader
( 3)
Legendary Creature — Human Ranger
(3/3)
Whenever the Ring tempts you, if you chose a creature other than Aragorn, Company Leader as your Ring-bearer, put your choice of a counter from among first strike, vigilance, deathtouch, and lifelink on Aragorn. Whenever you put one or more counters on Aragorn, put one of each of those kinds of counters on up to one other target creature.
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Aragorn, Hornburg Hero
( 4)
Legendary Creature — Human Soldier
(4/4)
Attacking creatures you control have first strike and renown 1. (When a creature with renown 1 deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever a renowned creature you control deals combat damage to a player, double the number of +1/+1 counters on it.
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Aragorn, King of Gondor
( 4)
Legendary Creature — Human Noble
(4/4)
Vigilance, lifelink When Aragorn, King of Gondor enters, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.
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Aragorn, the Uniter
( 4)
Legendary Creature — Human Noble
(5/5)
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn, the Uniter deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
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Arahbo, the First Fang
( 3)
Legendary Creature — Cat Avatar
(2/2)
Other Cats you control get +1/+1. Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
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Arashin Sovereign
( 7)
Creature — Dragon
(6/6)
Flying When Arashin Sovereign dies, you may put it on your choice of the top or bottom of its owner's library.
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Arbalest Engineers
( 3)
Creature — Human Artificer
(2/2)
When Arbalest Engineers enters, choose one — • Arbalest Engineers deals 1 damage to any target. • Put a +1/+1 counter on target creature. It gains trample and haste until end of turn. • Create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Arbiter of Knollridge
( 7)
Creature — Giant Wizard
(5/5)
Vigilance When Arbiter of Knollridge enters, each player's life total becomes the highest life total among all players.
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Arborea Pegasus
( 4)
Creature — Pegasus
(2/3)
Flying When Arborea Pegasus enters, target creature gets +1/+1 and gains flying until end of turn.
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Arboreal Grazer
( 1)
Creature — Sloth Beast
(0/3)
Reach When Arboreal Grazer enters, you may put a land card from your hand onto the battlefield tapped.
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Arc Lightning
( 3)
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
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Arc Mage
( 3)
Creature — Human Spellshaper
(2/2)
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Arcade Gannon
( 4)
Legendary Creature — Human Doctor
(2/3)
: Draw a card, then discard a card. Put a quest counter on Arcade Gannon. For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
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Arcades, the Strategist
( 4)
Legendary Creature — Elder Dragon
(3/5)
Flying, vigilance Whenever a creature you control with defender enters, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
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Arcane Flight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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Arcane Investigator
( 2)
Creature — Elf Wizard
(2/1)
Search the Room — : Roll a d20. 1–9 | Draw a card. 10–20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Arcane Signet
( 2)
Artifact
: Add one mana of any color in your commander's color identity.
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Arcane Spyglass
( 4)
Artifact
, , Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass. Remove three charge counters from Arcane Spyglass: Draw a card.
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Arcane Teachings
( 3)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has ": This creature deals 1 damage to any target."
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Arcanum Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Aura swap (: Exchange this Aura with an Aura card in your hand.)
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Arcbound Ravager
( 2)
Artifact Creature — Beast
(0/0)
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Stinger
( 2)
Artifact Creature — Insect
(0/0)
Flying Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archaeological Dig
( 0)
Land
: Add . , Sacrifice Archaeological Dig: Add one mana of any color.
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Archangel Avacyn
( 5)
Legendary Creature — Angel
(4/4)
Flash Flying, vigilance When Archangel Avacyn enters, creatures you control gain indestructible until end of turn. When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
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Archangel Elspeth
( 4)
Legendary Planeswalker — Elspeth
(4)
+1: Create a 1/1 white Soldier creature token with lifelink. −2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying. −6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
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Archangel of Strife
( 7)
Creature — Angel
(6/6)
Flying As Archangel of Strife enters, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3.
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Archangel of Thune
( 5)
Creature — Angel
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
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Archangel of Tithes
( 4)
Creature — Angel
(3/5)
Flying As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archangel of Wrath
( 4)
Creature — Angel
(3/4)
Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When Archangel of Wrath enters, if it was kicked, it deals 2 damage to any target. When Archangel of Wrath enters, if it was kicked twice, it deals 2 damage to any target.
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Archangel's Light
( 8)
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
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Archdemon of Greed
( 0)
Creature — Demon
(9/9)
Flying, trample At the beginning of your upkeep, sacrifice a Human. If you can't, tap Archdemon of Greed and it deals 9 damage to you.
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Archelos, Lagoon Mystic
( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos, Lagoon Mystic is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
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Archery Training
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has ": This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Imagination
( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archghoul of Thraben
( 3)
Creature — Zombie Cleric
(3/2)
Whenever Archghoul of Thraben or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
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Archipelagore
( 7)
Creature — Leviathan
(7/7)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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Archive Dragon
( 6)
Creature — Dragon Wizard
(4/6)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) When Archive Dragon enters, scry 2.
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Archivist of Gondor
( 3)
Creature — Human Advisor
(2/3)
When your commander deals combat damage to a player, if there is no monarch, you become the monarch. At the beginning of the monarch's end step, that player draws a card.
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Archivist of Oghma
( 2)
Creature — Halfling Cleric
(2/2)
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
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Archmage Ascension
( 3)
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension. As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
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Archmage Emeritus
( 4)
Creature — Human Wizard
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
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Archmage of Echoes
( 5)
Creature — Faerie Wizard
(4/4)
Flying, ward Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)
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Archmage of Runes
( 5)
Creature — Giant Wizard
(3/6)
Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.
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Archmage's Charm
( 3)
Instant
Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.
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Archmage's Newt
( 2)
Creature — Salamander Mount
(2/2)
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3
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Archon of Falling Stars
( 6)
Creature — Archon
(4/4)
Flying When Archon of Falling Stars dies, you may return target enchantment card from your graveyard to the battlefield.
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Archon of Sun's Grace
( 4)
Creature — Archon
(3/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
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Archon's Glory
( 1)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
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