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Menagerie Curator
( 2)
Creature — — Human Citizen
(1/3)
: Add one mana of any one color. Spend this mana only to cast a creature spell. Whenever you cast a creature spell that doesn't share a creature type with a creature card in your library, draw a card.
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Menagerie Liberator
( 4)
Creature — Human Warrior
(3/2)
Trample Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
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Mending Hands
( 1)
Instant
Prevent the next 4 damage that would be dealt to any target this turn.
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Meng Huo, Barbarian King
( 5)
Legendary Creature — Human Barbarian Soldier
(4/4)
Other green creatures you control get +1/+1.
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Mental Agony
( 4)
Sorcery
Target player discards two cards and loses 2 life.
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Mentor's Guidance
( 3)
Sorcery
When you cast this spell, copy it if you control a planeswalker, Cleric, Druid, Shaman, Warlock, or Wizard. Scry 1, then draw a card.
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Mephitic Draught
( 2)
Artifact
When Mephitic Draught enters or is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
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Mercenary Knight
( 3)
Creature — Human Mercenary Knight
(4/4)
When Mercenary Knight enters, sacrifice it unless you discard a creature card.
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Merciless Repurposing
( 6)
Instant
Exile target creature. Incubate 3. (Create an Incubator token with three +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Mercurial Geists
( 4)
Creature — Spirit
(1/3)
Flying Whenever you cast an instant or sorcery spell, Mercurial Geists gets +3/+0 until end of turn.
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Mercy Killing
( 3)
Instant
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
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Mer-Ek Nightblade
( 4)
Creature — Orc Assassin
(2/3)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has deathtouch.
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Merfolk Sovereign
( 3)
Creature — Merfolk Noble
(2/2)
Other Merfolk creatures you control get +1/+1. : Target Merfolk creature can't be blocked this turn.
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Merfolk Thaumaturgist
( 3)
Creature — Merfolk Wizard
(1/2)
: Switch target creature's power and toughness until end of turn.
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Merrow Bonegnawer
( 1)
Creature — Merfolk Rogue
(1/1)
: Target player exiles a card from their graveyard. Whenever you cast a black spell, you may untap Merrow Bonegnawer.
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Merrow Harbinger
( 4)
Creature — Merfolk Wizard
(2/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When Merrow Harbinger enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
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Merry, Warden of Isengard
( 3)
Legendary Creature — Halfling Advisor
(1/4)
Partner with Pippin, Warden of Isengard (When this creature enters, target player may put Pippin into their hand from their library, then shuffle.) Whenever one or more artifacts you control enter, create a 1/1 white Soldier creature token with lifelink. This ability triggers only once each turn.
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Merry-Go-Round (Merry-Go-Round (a))
( 0)
Artifact — Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) Lights — 2, 6
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Merry-Go-Round (Merry-Go-Round (b))
( 0)
Artifact — Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.) Lights — 5, 6
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Mesa Pegasus
( 2)
Creature — Pegasus
(1/1)
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Hypnotic Sprite (Mesmeric Glare)
( 3)
Instant — Adventure
Counter target spell with mana value 3 or less. (Then exile this card. You may cast the creature later from exile.)
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Mesmerizing Benthid
( 5)
Creature — Octopus
(4/5)
When Mesmerizing Benthid enters, create two 0/2 blue Illusion creature tokens with "Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step." Mesmerizing Benthid has hexproof as long as you control an Illusion.
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Mesmerizing Dose
( 3)
Enchantment — Aura
Enchant creature When Mesmerizing Dose enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Enchanted creature doesn't untap during its controller's untap step.
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Messenger Drake
( 5)
Creature — Drake
(3/3)
Flying When Messenger Drake dies, draw a card.
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Messenger Falcons
( 4)
Creature — Bird
(2/2)
Flying When Messenger Falcons enters, draw a card.
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Messenger Jays
( 5)
Creature — Bird
(2/1)
Flying Council's dilemma — When Messenger Jays enters, starting with you, each player votes for feather or quill. Put a +1/+1 counter on Messenger Jays for each feather vote and draw a card for each quill vote. For each card drawn this way, discard a card.
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Messenger's Speed
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has trample and haste.
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Metagamer (playtest)
( 2)
Creature — — Human Advisor
(2/2)
Cards in the winning deck(s) of the latest Mythic Championship cost more to cast.
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Metallurgeon
( 2)
Artifact Creature — Human Artificer
(1/2)
, : Regenerate target artifact.
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Metallurgic Summonings
( 5)
Enchantment
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value. , Exile Metallurgic Summonings: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
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Metastatic Evangel
( 2)
Creature — Phyrexian Human Cleric
(3/1)
Whenever another nontoken creature you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Meteor Golem
( 7)
Artifact Creature — Golem
(3/3)
When this creature enters, destroy target nonland permanent an opponent controls.
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Metrognome
( 4)
Artifact
When a spell or ability an opponent controls causes you to discard Metrognome, create four 1/1 colorless Gnome artifact creature tokens. , : Create a 1/1 colorless Gnome artifact creature token.
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Metropolis Angel
( 4)
Creature — Angel Soldier
(3/1)
Flying Whenever you attack with one or more creatures with counters on them, draw a card.
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Mezzio Mugger
( 5)
Creature — Lizard Rogue
(3/3)
Whenever Mezzio Mugger attacks, exile the top card of each player's library. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Miara, Thorn of the Glade
( 2)
Legendary Creature — Elf Scout
(1/2)
Whenever Miara, Thorn of the Glade or another Elf you control dies, you may pay and 1 life. If you do, draw a card. Partner (You can have two commanders if both have partner.)
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Michiko's Reign of Truth
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Midlife Upgrade
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice X Contraptions. Assemble X plus one Contraptions. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
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Midnight Arsonist
( 4)
Creature — Vampire
(3/2)
When Midnight Arsonist enters, destroy up to X target artifacts without mana abilities, where X is the number of Vampires you control.
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Midnight Assassin
( 3)
Creature — Vampire Assassin
(1/2)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Midnight Banshee
( 6)
Creature — Spirit
(5/5)
Wither (This deals damage to creatures in the form of -1/-1 counters.) At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.
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Midnight Charm
( 1)
Instant
Choose one — • Midnight Charm deals 1 damage to target creature and you gain 1 life. • Target creature gains first strike until end of turn. • Tap target creature.
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Midnight Clock
( 3)
Artifact
: Add . : Put an hour counter on Midnight Clock. At the beginning of each upkeep, put an hour counter on Midnight Clock. When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.
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Midnight Covenant
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature gets +1/+1 until end of turn."
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Midnight Crusader Shuttle
( 4)
Artifact — Vehicle
(3/4)
Midnight Entity — Whenever Midnight Crusader Shuttle attacks, defending player faces a villainous choice — That player sacrifices a creature of their choice, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it's attacking that player. Crew 2
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Midnight Entourage
( 4)
Creature — Aetherborn Rogue
(3/3)
Other Aetherborn you control get +1/+1. Whenever Midnight Entourage or another Aetherborn you control dies, you draw a card and you lose 1 life.
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Midnight Guard
( 3)
Creature — Human Soldier
(2/3)
Whenever another creature enters, untap Midnight Guard.
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Midnight Haunting
( 3)
Instant
Create two 1/1 white Spirit creature tokens with flying.
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Midnight Mayhem
( 4)
Sorcery
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Midnight Oil
( 4)
Enchantment
Midnight Oil enters with seven hour counters on it. At the beginning of your draw step, draw an additional card and remove two hour counters from Midnight Oil. Your maximum hand size is equal to the number of hour counters on Midnight Oil. Whenever you discard a card, you lose 1 life.
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Midnight Pathlighter
( 4)
Creature — Human Wizard
(2/3)
Creatures you control can't be blocked except by legendary creatures. Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
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Midnight Reaper
( 3)
Creature — Zombie Knight
(3/2)
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
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Midnight Recovery
( 4)
Sorcery
Return target creature card from your graveyard to your hand. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Midnight Ritual
( 3)
Sorcery
Exile X target creature cards from your graveyard. For each creature card exiled this way, create a 2/2 black Zombie creature token.
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Midnight Scavengers
( 5)
Creature — Human Rogue
(3/3)
When Midnight Scavengers enters, you may return target creature card with mana value 3 or less from your graveyard to your hand. (Melds with Graf Rats.)
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Might Beyond Reason
( 4)
Instant
Put two +1/+1 counters on target creature. Delirium — Put three +1/+1 counters on that creature instead if there are four or more card types among cards in your graveyard.
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Might Makes Right
( 6)
Enchantment
At the beginning of combat on your turn, if you control each creature on the battlefield with the greatest power, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
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Might of Alara
( 1)
Instant
Domain — Target creature gets +1/+1 until end of turn for each basic land type among lands you control.
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Might of Oaks
( 4)
Instant
Target creature gets +7/+7 until end of turn.
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Might of Old Krosa
( 1)
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
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Might of the Ancestors
( 3)
Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
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Might of the Masses
( 1)
Instant
Target creature gets +1/+1 until end of turn for each creature you control.
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Might of the Meek
( 1)
Instant
Target creature gains trample until end of turn. It also gets +1/+0 until end of turn if you control a Mouse. Draw a card.
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Might of the Old Ways
( 2)
Instant
Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
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Might Sliver
( 5)
Creature — Sliver
(2/2)
All Sliver creatures get +2/+2.
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Might Weaver
( 2)
Creature — Human Wizard
(2/1)
: Target red or white creature gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Mightstone
( 4)
Artifact
Attacking creatures get +1/+0.
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Mightstone's Animation
( 4)
Enchantment — Aura
Enchant artifact When Mightstone's Animation enters, draw a card. Enchanted artifact is a creature with base power and toughness 4/4 in addition to its other types.
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Mighty Emergence
( 3)
Enchantment
Whenever a creature you control with power 5 or greater enters, you may put two +1/+1 counters on it.
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Mighty Leap
( 2)
Instant
Target creature gets +2/+2 and gains flying until end of turn.
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Mighty Servant of Leuk-o
( 3)
Artifact — Vehicle
(6/6)
Trample Ward—Discard a card. Whenever Mighty Servant of Leuk-o becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn. Crew 4
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Migloz, Maze Crusher
( 3)
Legendary Creature — Phyrexian Beast
(4/4)
Migloz, Maze Crusher enters with five oil counters on it. , Remove an oil counter from Migloz: It gains vigilance and menace until end of turn. , Remove two oil counters from Migloz: It gets +2/+2 until end of turn. , Remove three oil counters from Migloz: Destroy target artifact or enchantment.
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Migration Path
( 4)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Cycling (, Discard this card: Draw a card.)
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Migratory Greathorn
( 4)
Creature — Beast
(3/4)
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, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Migratory Route
( 5)
Sorcery
Create four 1/1 white Bird creature tokens with flying. Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Militant Angel
( 5)
Creature — Angel
(3/4)
Flying, lifelink When Militant Angel enters, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you attacked this turn.
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Militia Bugler
( 3)
Creature — Human Soldier
(2/3)
Vigilance (Attacking doesn't cause this creature to tap.) When Militia Bugler enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Miming Slime
( 3)
Sorcery
Create an X/X green Ooze creature token, where X is the greatest power among creatures you control.
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Minamo Sightbender
( 2)
Creature — Human Wizard
(1/2)
, : Target creature with power X or less can't be blocked this turn.
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Minamo's Meddling
( 4)
Instant
Counter target spell. That spell's controller reveals their hand, then discards each card with the same name as a card spliced onto that spell.
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Minas Tirith Garrison
( 4)
Creature — Human Soldier
(*/5)
Minas Tirith Garrison's power is equal to the number of cards in your hand. Whenever Minas Tirith Garrison attacks, you may tap any number of untapped Humans you control. Draw a card for each Human tapped this way.
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Spring // Mind (Mind)
( 6)
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards.
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Mind Grind
( 2)
Sorcery
Each opponent reveals cards from the top of their library until they reveal X land cards, then puts all cards revealed this way into their graveyard. X can't be 0.
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Mind Maggots
( 4)
Creature — Insect
(2/2)
When Mind Maggots enters, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on Mind Maggots.
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Mind Sludge
( 5)
Sorcery
Target player discards a card for each Swamp you control.
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