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Big Play
( 2)
Instant
Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)
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Big Score
( 4)
Instant
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Big Spender
( 2)
Creature — — Devil Citizen
(2/1)
Haste Whenever one or more creatures you control become blocked, create a Treasure token. Sacrifice two artifacts: Draft a card from Big Spender's spellbook.
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Big Winner
( 4)
Creature — Ogre Warrior Guest
(5/2)
Big Winner has trample as long as you control a stickered permanent.
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Bigfin Bouncer
( 4)
Creature — Shark Pirate
(3/2)
When this creature enters, return target creature an opponent controls to its owner's hand.
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Bigger on the Inside
( 5)
Enchantment — Aura
Enchant artifact or land Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
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Bighorner Rancher
( 5)
Creature — Human Ranger
(2/5)
Vigilance : Add an amount of equal to the greatest power among creatures you control. Sacrifice Bighorner Rancher: You gain life equal to the greatest toughness among other creatures you control.
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Bilbo, Retired Burglar
( 3)
Legendary Creature — Halfling Rogue
(1/3)
When Bilbo, Retired Burglar enters or leaves the battlefield, the Ring tempts you. Whenever Bilbo deals combat damage to a player, create a Treasure token.
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Bilbo's Ring
( 3)
Legendary Artifact — Equipment
During your turn, equipped creature has hexproof and can't be blocked. Whenever equipped creature attacks alone, you draw a card and you lose 1 life. Equip Halfling (: Attach to target Halfling you control. Equip only as a sorcery.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Bile Blight
( 2)
Instant
Target creature and all other creatures with the same name as that creature get -3/-3 until end of turn.
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Bile Urchin
( 1)
Creature — Spirit
(1/1)
Sacrifice Bile Urchin: Target player loses 1 life.
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Bilious Skulldweller
( 1)
Creature — Phyrexian Insect
(1/1)
Deathtouch Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
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Bill Ferny, Bree Swindler
( 2)
Legendary Creature — Human Rogue
(2/1)
Whenever Bill Ferny, Bree Swindler becomes blocked, choose one — • Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") • Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
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Bill Potts
( 4)
Legendary Creature — Human
(2/4)
Whenever you cast an instant or sorcery spell that targets only Bill Potts or activate an ability that targets only Bill Potts, copy that spell or ability. You may choose new targets for the copy. This ability triggers only once each turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Bill the Pony
( 4)
Legendary Creature — Horse
(1/4)
When Bill the Pony enters, create two Food tokens. (They're artifacts with ", , Sacrifice this artifact: You gain 3 life.") Sacrifice a Food: Until end of turn, target creature you control assigns combat damage equal to its toughness rather than its power.
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Billowing Shriekmass
( 4)
Creature — Spirit
(2/3)
Flying When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) Threshold — This creature gets +2/+1 as long as there are seven or more cards in your graveyard.
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Bind
( 2)
Instant
Counter target activated ability. <I>(Mana abilities can't be targeted.)</I> Draw a card.
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Ghost Lantern (Bind Spirit)
( 2)
Instant — Adventure
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the artifact later from exile.)
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Bind the Monster
( 1)
Enchantment — Aura
Enchant creature When Bind the Monster enters, tap enchanted creature. It deals damage to you equal to its power. Enchanted creature doesn't untap during its controller's untap step.
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Bind to Secrecy
( 2)
Instant
Choose one — • Counter target noncreature spell. • Conjure a duplicate of target creature card in an opponent's graveyard into your hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell." If there are five or more mana values among cards in your graveyard, draft a card from Bind to Secrecy's spellbook.
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Bind//Liberate (playtest)
( 2)
Instant
Counter target activated ability. (Mana abilities can't be targeted.)<i/> Draw a card. // Liberate Instant Exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Binding Agony
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to that creature's controller.
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Binding Geist
( 3)
Creature — Spirit
(3/1)
Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until end of turn. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Binding Grasp
( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay . You control enchanted creature. Enchanted creature gets +0/+1.
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Binding Mummy
( 2)
Creature — Zombie
(2/2)
Whenever another Zombie you control enters, you may tap target artifact or creature.
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Binding Negotiation
( 2)
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, they discard it. Otherwise, you may put a face-up exiled card they own into their graveyard.
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Binding the Old Gods
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent an opponent controls. II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. III — Creatures you control gain deathtouch until end of turn.
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B-I-N-G-O
( 2)
Creature — Dog
(1/1)
Trample Whenever a player casts a spell, put a chip counter on its mana value. B-I-N-G-O gets +9/+9 for each set of three numbers in a row with chip counters on them.
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Bioessence Hydra
( 5)
Creature — Hydra Mutant
(4/4)
Trample Bioessence Hydra enters with a +1/+1 counter on it for each loyalty counter on planeswalkers you control. Whenever one or more loyalty counters are put on planeswalkers you control, put that many +1/+1 counters on Bioessence Hydra.
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Biogenic Ooze
( 5)
Creature — Ooze
(2/2)
When Biogenic Ooze enters, create a 2/2 green Ooze creature token. At the beginning of your end step, put a +1/+1 counter on each Ooze you control. : Create a 2/2 green Ooze creature token.
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Biogenic Upgrade
( 6)
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
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Biolume Egg
( 3)
Creature — Serpent Egg
(0/4)
Defender When Biolume Egg enters, scry 2. When you sacrifice Biolume Egg, return it to the battlefield transformed under its owner's control at the beginning of the next end step.
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Biolume Serpent
( 0)
Creature — Serpent
(4/4)
Sacrifice two Islands: Biolume Serpent can't be blocked this turn.
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Bioluminary
( 3)
Creature — Merfolk Performer
(1/3)
Whenever Bioluminary deals combat damage to a player, you get , then you may put a sticker on a nonland permanent you own.
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Biomancer's Familiar
( 2)
Creature — Mutant
(2/2)
Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana. : The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.
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Biomantic Mastery
( 7)
Sorcery
Draw a card for each creature target player controls, then draw a card for each creature another target player controls.
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Biomass Mutation
( 2)
Instant
Creatures you control have base power and toughness X/X until end of turn.
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Biomathematician
( 3)
Creature — Human Wizard
(2/2)
When Biomathematician enters, create a 0/0 green and blue Fractal creature token. Put a +1/+1 counter on each Fractal you control.
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Biophagus
( 2)
Creature — Human Tyranid Wizard
(1/3)
Genomic Enhancement — : Add one mana of any color. If this mana is spent to cast a creature spell, that creature enters with an additional +1/+1 counter on it.
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Bioplasm
( 5)
Creature — Ooze
(4/4)
Whenever Bioplasm attacks, exile the top card of your library. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the exiled creature card's power and Y is its toughness.
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Biorhythm
( 8)
Sorcery
Each player's life total becomes the number of creatures they control.
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Bioshift
( 1)
Instant
Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
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Biotransference
( 4)
Enchantment
Creatures you control are artifacts in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. Whenever you cast an artifact spell, you lose 1 life and create a 2/2 black Necron Warrior artifact creature token.
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Biovisionary
( 3)
Creature — Human Wizard
(2/3)
At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.
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Biowaste Blob
( 4)
Creature — Ooze
(0/0)
Oozes you control get +1/+1. At the beginning of your upkeep, if you control a commander, create a token that's a copy of Biowaste Blob.
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Birchlore Rangers
( 1)
Creature — Elf Druid Ranger
(1/1)
Tap two untapped Elves you control: Add one mana of any color. 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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Bird Admirer
( 3)
Creature — Human Archer Werewolf
(1/4)
Reach Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Birgi, God of Storytelling
( 3)
Legendary Creature — God
(3/3)
Whenever you cast a spell, add . Until end of turn, you don't lose this mana as steps and phases end. Creatures you control can boast twice during each of your turns rather than once.
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Birth of the Imperium
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have. II — Each opponent sacrifices a creature of their choice. III — Draw two cards for each opponent who controls fewer creatures than you.
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Birthing Boughs
( 3)
Artifact
, : Create a 2/2 colorless Shapeshifter creature token with changeling. (It has every creature type.)
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Birthing Hulk
( 7)
Creature — Eldrazi Drone
(5/4)
Devoid (This card has no color.) When Birthing Hulk enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add ." ( represents colorless mana.) : Regenerate Birthing Hulk.
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Birthing Ritual
( 2)
Enchantment
At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.
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Bishop of Binding
( 4)
Creature — Vampire Cleric
(1/1)
When Bishop of Binding enters, exile target creature an opponent controls until Bishop of Binding leaves the battlefield. Whenever Bishop of Binding attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.
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Bishop of Rebirth
( 5)
Creature — Vampire Cleric
(3/4)
Vigilance Whenever Bishop of Rebirth attacks, you may return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Bishop of the Bloodstained
( 5)
Creature — Vampire Cleric
(3/3)
When Bishop of the Bloodstained enters, target opponent loses 1 life for each Vampire you control.
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Bishop of Wings
( 2)
Creature — Human Cleric
(1/4)
Whenever an Angel you control enters, you gain 4 life. Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
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Bishop's Soldier
( 2)
Creature — Vampire Soldier
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Bismuth Mindrender
( 4)
Creature — Eldrazi
(4/3)
Devoid (This card has no color.) Menace Whenever Bismuth Mindrender deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may cast that card by paying life equal to the spell's mana value rather than paying its mana cost.
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Bite Down
( 2)
Instant
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Bite Down on Crime
( 4)
Sorcery
As an additional cost to cast this spell, you may collect evidence 6. This spell costs less to cast if evidence was collected. (To collect evidence 6, exile cards with total mana value 6 or greater from your graveyard.) Target creature you control gets +2/+0 until end of turn. It deals damage equal to its power to target creature you don't control.
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Bite of the Black Rose
( 4)
Sorcery
Will of the council — Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.
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Biting Rain
( 4)
Sorcery
All creatures get -2/-2 until end of turn. 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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Biting Remark (playtest)
( 4)
Creature — — Elemental
(3/3)
Scrycast (If you see this card while scrying, you may reveal it and cast it by paying .) Flying
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Biting Tether
( 5)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
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Biting-Palm Ninja
( 3)
Creature — Human Ninja
(3/3)
Ninjutsu Biting-Palm Ninja enters with a menace counter on it. Whenever Biting-Palm Ninja deals combat damage to a player, you may remove a menace counter from it. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.
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Bitter Chill
( 2)
Enchantment — Aura
Enchant creature When Bitter Chill enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. When Bitter Chill is put into a graveyard from the battlefield, you may pay . If you do, scry 1, then draw a card.
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Bitter Downfall
( 4)
Instant
This spell costs less to cast if it targets a creature that was dealt damage this turn. Destroy target creature. Its controller loses 2 life.
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Bitter Feud
( 5)
Enchantment
As Bitter Feud enters, choose two players. If a source controlled by one of the chosen players would deal damage to the other chosen player or a permanent that player controls, that source deals double that damage to that player or permanent instead.
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Bitter Ordeal
( 3)
Sorcery
Search target player's library for a card and exile it. Then that player shuffles. Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
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Bitter Reunion
( 2)
Enchantment
When Bitter Reunion enters, you may discard a card. If you do, draw two cards. , Sacrifice Bitter Reunion: Creatures you control gain haste until end of turn.
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Bitter Revelation
( 4)
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.
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Bitter Triumph
( 2)
Instant
As an additional cost to cast this spell, discard a card or pay 3 life. Destroy target creature or planeswalker.
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Bitterblade Warrior
( 2)
Creature — Jackal Warrior
(2/2)
You may exert Bitterblade Warrior as it attacks. When you do, it gets +1/+0 and gains deathtouch until end of turn. (An exerted creature won't untap during your next untap step.)
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Bitterblossom
( 2)
Kindred Enchantment — Faerie
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
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Bitterheart Witch
( 5)
Creature — Human Shaman
(1/2)
Deathtouch When Bitterheart Witch dies, you may search your library for a Curse card, put it onto the battlefield attached to target player, then shuffle.
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Bitterthorn, Nissa's Animus
( 3)
Legendary Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip
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Bituminous Blast
( 5)
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Bituminous Blast deals 4 damage to target creature.
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Black Carriage
( 5)
Creature — Horse
(4/4)
Trample Black Carriage doesn't untap during your untap step. Sacrifice a creature: Untap Black Carriage. Activate only during your upkeep.
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Black Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
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Black Market Connections
( 3)
Enchantment
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
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Black Sun's Twilight
( 1)
Instant
Up to one target creature gets -X/-X until end of turn. If X is 5 or more, return a creature card with mana value X or less from your graveyard to the battlefield tapped.
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Black Sun's Zenith
( 2)
Sorcery
Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.
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Black Vise
( 1)
Artifact
As Black Vise enters, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in their hand minus 4.
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Blackcleave Cliffs
( 0)
Land
Blackcleave Cliffs enters tapped unless you control two or fewer other lands. : Add or .
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Blackcleave Goblin
( 4)
Creature — Phyrexian Goblin Zombie
(2/1)
Haste Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Blackmail
( 1)
Sorcery
Target player reveals three cards from their hand and you choose one of them. That player discards that card.
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Blacksmith's Skill
( 1)
Instant
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
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Blacksmith's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Blacksmith's Talent enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip . : Level 2 //Level_2// At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control. : Level 3 //Level_3// During your turn, equipped creatures you control have double strike and haste.
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Blade Banish
( 4)
Instant
Exile target creature with power 4 or greater.
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Blade Historian
( 4)
Creature — Human Cleric
(2/3)
Attacking creatures you control have double strike.
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Blade Instructor
( 3)
Creature — Human Soldier
(3/1)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Blade of the Bloodchief
( 1)
Artifact — Equipment
Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead. Equip
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