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Ajani Fells the Godsire
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile target creature an opponent controls with power 3 or greater. II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control. III — Target creature you control gains double strike until end of turn.
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Ajani, Caller of the Pride
( 3)
Legendary Planeswalker — Ajani
(4)
+1: Put a +1/+1 counter on up to one target creature. −3: Target creature gains flying and double strike until end of turn. −8: Create X 2/2 white Cat creature tokens, where X is your life total.
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Ajani, Mentor of Heroes
( 5)
Legendary Planeswalker — Ajani
(4)
+1: Distribute three +1/+1 counters among one, two, or three target creatures you control. +1: Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order. −8: You gain 100 life.
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Ajani, Strength of the Pride
( 4)
Legendary Planeswalker — Ajani
(5)
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control. −2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on Ajani's Pridemate." 0: If you have at least 15 life more than your starting life total, exile Ajani, Strength of the Pride and each artifact and creature your opponents control.
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Ajani, the Greathearted
( 4)
Legendary Planeswalker — Ajani
(5)
Creatures you control have vigilance. +1: You gain 3 life. −2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.
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Akawalli, the Seething Tower
( 3)
Legendary Creature — Fungus
(3/3)
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli, the Seething Tower gets +2/+2 and has trample. Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
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Akki Avalanchers
( 1)
Creature — Goblin Warrior
(1/1)
Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Activate only once each turn.
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Akki Blizzard-Herder
( 2)
Creature — Goblin Shaman
(1/1)
When Akki Blizzard-Herder dies, each player sacrifices a land of their choice.
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Akoum Hellhound
( 1)
Creature — Elemental Dog
(0/1)
Landfall — Whenever a land you control enters, Akoum Hellhound gets +2/+2 until end of turn.
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Akoum Hellkite
( 6)
Creature — Dragon
(4/4)
Flying Landfall — Whenever a land you control enters, Akoum Hellkite deals 1 damage to any target. If that land is a Mountain, Akoum Hellkite deals 2 damage instead.
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Akul the Unrepentant
( 4)
Legendary Creature — Scorpion Dragon Rogue
(5/5)
Flying, trample Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
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Alaundo the Seer
( 4)
Legendary Creature — Human Shaman
(3/5)
: Draw a card, then exile a card from your hand and put a number of time counters on it equal to its mana value. It gains "When the last time counter is removed from this card, if it's exiled, you may cast it without paying its mana cost. If you cast a creature spell this way, it gains haste until end of turn." Then remove a time counter from each other card you own in exile.
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Alberix, the Trade Planet (playtest)
( 4)
World Enchantment
Planet (When this permanent enters, exile the top five cards of your library as its resources.) Trade Routes — At the beginning of your precombat main phase, choose one — • Discard a card. If you do, put two of Alberix's resources into its owner's hand. • Exile the top card of your library as a resource.
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Alchemist's Gambit
( 3)
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Take an extra turn after this one. During that turn, damage can't be prevented. At the beginning of that turn's end step, you lose the game. Exile Alchemist's Gambit.
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Alchemist's Gift
( 1)
Instant
Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Alchemist's Greeting
( 5)
Sorcery
Alchemist's Greeting deals 4 damage to target creature. 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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Alchemist's Retrieval
( 1)
Instant
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Return target nonland permanent you control to its owner's hand.
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Alchemist's Talent
( 4)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Alchemist's Talent enters, create two tapped Treasure tokens. : Level 2 //Level_2// Treasures you control have ", Sacrifice this artifact: Add two mana of any one color." : Level 3 //Level_3// Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
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Alchemist's Vial
( 2)
Artifact
When Alchemist's Vial enters, draw a card. , , Sacrifice Alchemist's Vial: Target creature can't attack or block this turn.
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Alert Heedbonder
( 3)
Creature — Human Scout
(2/4)
Vigilance At the beginning of your end step, you gain 1 life for each creature you control with vigilance.
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Aligned Hedron Network
( 4)
Artifact
When Aligned Hedron Network enters, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owners' control.)
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Alistair, the Brigadier
( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.) Whenever Alistair attacks, you may pay . If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
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Allosaurus Shepherd
( 1)
Creature — Elf Shaman
(1/1)
This spell can't be countered. Green spells you control can't be countered. : Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
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Allure of the Unknown
( 5)
Sorcery
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
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Alms of the Vein
( 3)
Sorcery
Target opponent loses 3 life and you gain 3 life. 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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Aloe Alchemist
( 2)
Creature — Plant Warlock
(3/2)
Trample When Aloe Alchemist becomes plotted, target creature gets +3/+2 and gains trample until end of turn. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Alrund, God of the Cosmos
( 5)
Legendary Creature — God
(1/1)
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
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Altanak, the Thrice-Called
( 7)
Legendary Creature — Insect Beast
(9/9)
Trample Whenever Altanak, the Thrice-Called becomes the target of a spell or ability an opponent controls, draw a card. , Discard Altanak, the Thrice-Called: Return target land card from your graveyard to the battlefield tapped.
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Altar of the Brood
( 1)
Artifact
Whenever another permanent you control enters, each opponent mills a card.
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Altar of the Goyf
( 5)
Kindred Artifact — Lhurgoyf
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of card types among cards in all graveyards. Lhurgoyf creatures you control have trample.
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Altar of the Lost
( 3)
Artifact
Altar of the Lost enters tapped. : Add two mana in any combination of colors. Spend this mana only to cast spells with flashback from a graveyard.
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Altar of the Pantheon
( 3)
Artifact
Your devotion to each color and each combination of colors is increased by one. : Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.
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Amareth, the Lustrous
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever another permanent you control enters, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.
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Amass the Components
( 4)
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
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Ambitious Aetherborn
( 5)
Creature — Aetherborn Artificer
(4/3)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Aminatou, the Fateshifter
( 3)
Legendary Planeswalker — Aminatou
(3)
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
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Anafenza, the Foremost
( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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Analyze the Pollen
( 1)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
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Anax, Hardened in the Forge
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancestor's Prophet
( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Anchor to the Aether
( 3)
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Ancient Amphitheater
( 0)
Land
As Ancient Amphitheater enters, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters tapped. : Add or .
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Ancient Hellkite
( 7)
Creature — Dragon
(6/6)
Flying : Ancient Hellkite deals 1 damage to target creature defending player controls. Activate only if Ancient Hellkite is attacking.
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And They Shall Know No Fear
( 2)
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
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Andúril, Flame of the West
( 3)
Legendary Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angel of the Dire Hour
( 7)
Creature — Angel
(5/4)
Flash Flying When Angel of the Dire Hour enters, if you cast it from your hand, exile all attacking creatures.
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Angel of the Ruins
( 7)
Artifact Creature — Angel
(5/7)
Flying When Angel of the Ruins enters, exile up to two target artifacts and/or enchantments. Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Angelheart Protector
( 3)
Creature — Human Cleric
(3/2)
When Angelheart Protector enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Angelheart Vial
( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
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Angelic Skirmisher
( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
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Angel's Feather
( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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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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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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Anhelo, the Painter
( 3)
Legendary Creature — Vampire Assassin
(1/3)
Deathtouch The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
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Anikthea, Hand of Erebos
( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
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Annie Flash, the Veteran
( 6)
Legendary Creature — Human Rogue
(4/5)
Flash When Annie Flash, the Veteran enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
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Another Chance
( 3)
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
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Another Round
( 3)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
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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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Anowon, the Ruin Thief
( 4)
Legendary Creature — Vampire Rogue
(2/4)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
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Anrakyr the Traveller
( 5)
Legendary Artifact Creature — Necron
(4/4)
Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, 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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Anthousa, Setessan Hero
( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Ao, the Dawn Sky
( 5)
Legendary Creature — Dragon Spirit
(5/4)
Flying, vigilance When Ao, the Dawn Sky dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
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Aphemia, the Cacophony
( 2)
Legendary Enchantment Creature — Harpy
(2/1)
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
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Aphetto Alchemist
( 2)
Creature — Human Wizard
(1/2)
: Untap target artifact or creature. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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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 Exterminator
( 3)
Creature — Human Wizard
(3/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.
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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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Aphetto Runecaster
( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Aphetto Vulture
( 6)
Creature — Zombie Bird
(3/2)
Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.
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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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Apothecary Initiate
( 1)
Creature — Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Apothecary Stomper
( 6)
Creature — Elephant
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, choose one — • Put two +1/+1 counters on target creature you control. • You gain 4 life.
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Apothecary White
( 4)
Legendary Creature — Human Cleric
(3/4)
Vigilance Whenever you attack, you create a Food token for each player being attacked. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") , , Tap X untapped Foods you control: Create X 1/1 white Human creature tokens.
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Approach of the Second Sun
( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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Aquatic Alchemist
( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
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Aradesh, the Founder
( 3)
Legendary Creature — Human Soldier
(1/4)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
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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, 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, Roar of the World
( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo, Roar of the World is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
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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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Arasta of the Endless Web
( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Araumi of the Dead Tide
( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arbiter of the Ideal
( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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