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Skinshifter
( 2)
Creature — Human Shaman
(1/1)
: Choose one. Activate only once each turn. • Until end of turn, Skinshifter becomes a Rhino with base power and toughness 4/4 and gains trample. • Until end of turn, Skinshifter becomes a Bird with base power and toughness 2/2 and gains flying. • Until end of turn, Skinshifter becomes a Plant with base power and toughness 0/8.
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Skinwing
( 4)
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 +2/+2 and has flying. Equip
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Skirge Familiar
( 5)
Creature — Phyrexian Imp
(3/2)
Flying Discard a card: Add .
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Skirk Alarmist
( 2)
Creature — Human Wizard
(1/2)
Haste : Turn target face-down creature you control face up. At the beginning of the next end step, sacrifice it.
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Skirk Commando
( 3)
Creature — Goblin
(2/1)
Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls. 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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Skirk Drill Sergeant
( 2)
Creature — Goblin
(2/1)
Whenever Skirk Drill Sergeant or another Goblin dies, you may pay . If you do, reveal the top card of your library. If it's a Goblin permanent card, put it onto the battlefield. Otherwise, put it into your graveyard.
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Skirk Fire Marshal
( 5)
Creature — Goblin
(2/2)
Protection from red Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.
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Skirk Marauder
( 2)
Creature — Goblin
(2/1)
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 Skirk Marauder is turned face up, it deals 2 damage to any target.
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Skirk Outrider
( 4)
Creature — Goblin
(2/2)
As long as you control a Beast, Skirk Outrider gets +2/+2 and has trample.
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Skirk Ridge Exhumer
( 2)
Creature — Zombie Spellshaper
(1/1)
, , Discard a card: Create a 1/1 black Zombie Goblin creature token named Festering Goblin. It has "When Festering Goblin dies, target creature gets -1/-1 until end of turn."
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Skirk Shaman
( 3)
Creature — Goblin Shaman
(2/2)
Skirk Shaman can't be blocked except by artifact creatures and/or red creatures.
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Skirk Volcanist
( 4)
Creature — Goblin
(3/1)
Morph—Sacrifice two Mountains. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Skirk Volcanist is turned face up, it deals 3 damage divided as you choose among one, two, or three target creatures.
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Skirsdag High Priest
( 2)
Creature — Human Cleric
(1/2)
Morbid — , Tap two untapped creatures you control: Create a 5/5 black Demon creature token with flying. Activate only if a creature died this turn.
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Skirsdag Supplicant
( 3)
Creature — Human Cleric
(2/3)
, , Discard a card: Each player loses 2 life.
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Skithiryx, the Blight Dragon
( 5)
Legendary Creature — Phyrexian Dragon Skeleton
(4/4)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) : Skithiryx, the Blight Dragon gains haste until end of turn. : Regenerate Skithiryx.
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Skitter Eel
( 4)
Creature — Fish Crab
(3/3)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
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Skitter of Lizards
( 1)
Creature — Lizard
(1/1)
Multikicker (You may pay an additional any number of times as you cast this spell.) Haste Skitter of Lizards enters with a +1/+1 counter on it for each time it was kicked.
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Skitterbeam Battalion
( 9)
Artifact Creature — Construct
(4/4)
Trample, haste When Skitterbeam Battalion enters, if you cast it, create two tokens that are copies of it. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/2
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Skittering Cicada
( 3)
Creature — Insect
(2/2)
Flash You may cast colorless spells as though they had flash. Whenever you cast a colorless spell, until end of turn, Skittering Cicada gains trample and gets +X/+X, where X is that spell's mana value.
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Skittering Crustacean
( 3)
Creature — Crab
(2/3)
: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) As long as Skittering Crustacean is monstrous, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
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Skittering Horror
( 3)
Creature — Phyrexian Horror
(4/3)
When you cast a creature spell, sacrifice Skittering Horror.
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Skittering Invasion
( 7)
Kindred Sorcery — Eldrazi
Create five 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add ."
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Skittering Monstrosity
( 5)
Creature — Horror
(5/5)
When you cast a creature spell, sacrifice Skittering Monstrosity.
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Skittering Precursor
( 3)
Creature — Eldrazi Drone
(3/3)
Devoid (This card has no color.) Menace Whenever you sacrifice a nontoken permanent, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this creature: Add ."
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Skittering Skirge
( 2)
Creature — Phyrexian Imp
(3/2)
Flying When you cast a creature spell, sacrifice Skittering Skirge.
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Skittering Surveyor
( 3)
Artifact Creature — Construct
(1/2)
When Skittering Surveyor enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Skitterskin
( 4)
Creature — Eldrazi Drone
(4/3)
Devoid (This card has no color.) Skitterskin can't block. : Regenerate Skitterskin. Activate only if you control another colorless creature.
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Skittish Kavu
( 2)
Creature — Kavu
(1/1)
Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature.
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Skittish Valesk
( 7)
Creature — Beast
(5/5)
At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down. 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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Skizzik
( 4)
Creature — Elemental
(5/3)
Kicker (You may pay an additional as you cast this spell.) Trample, haste At the beginning of the end step, if Skizzik wasn't kicked, sacrifice it.
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Skizzik Surger
( 6)
Creature — Elemental
(6/4)
Haste Echo—Sacrifice two lands. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Skrelv, Defector Mite
( 1)
Legendary Artifact Creature — Phyrexian Mite
(1/1)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Skrelv, Defector Mite can't block. , : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
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Skrelv's Hive
( 2)
Enchantment
At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This creature can't block." Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.
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Skulking Fugitive
( 3)
Creature — Horror Mercenary
(3/4)
When Skulking Fugitive becomes the target of a spell or ability, sacrifice it.
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Skulking Ghost
( 2)
Creature — Spirit
(2/1)
Flying When Skulking Ghost becomes the target of a spell or ability, sacrifice it.
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Skulking Killer
( 4)
Creature — Vampire Assassin
(4/2)
When Skulking Killer enters, target creature an opponent controls gets -2/-2 until end of turn if that opponent controls no other creatures.
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Skulking Knight
( 3)
Creature — Zombie Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Skulking Knight becomes the target of a spell or ability, sacrifice it.
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Skull Raid
( 4)
Sorcery
Target opponent discards two cards. If fewer than two cards were discarded this way, you draw cards equal to the difference. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Skullbriar, the Walking Grave
( 2)
Legendary Creature — Zombie Elemental
(1/1)
Haste Whenever Skullbriar, the Walking Grave deals combat damage to a player, put a +1/+1 counter on it. Counters remain on Skullbriar as it moves to any zone other than a player's hand or library.
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Skullcap Snail
( 2)
Creature — Fungus Snail
(1/1)
When Skullcap Snail enters, target opponent exiles a card from their hand.
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Skullslither Worm
( 4)
Creature — Worm
(3/3)
When Skullslither Worm enters, each opponent discards a card. For each opponent who can't, put two +1/+1 counters on Skullslither Worm.
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Skullsnap Nuisance
( 2)
Creature — Insect Skeleton
(1/4)
Flying Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Skullwinder
( 3)
Creature — Snake
(1/3)
Deathtouch When Skullwinder enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
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Sky Crier
( 2)
Creature — Bird Citizen
(1/1)
Flying, lifelink : You and target opponent each draw a card.
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Sky Diamond
( 2)
Artifact
Sky Diamond enters tapped. : Add .
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Sky Skiff
( 2)
Artifact — Vehicle
(2/3)
Flying Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Sky Theater Strix
( 2)
Creature — Bird
(1/2)
Flying Whenever you cast a noncreature spell, Sky Theater Strix gets +1/+0 until end of turn.
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Skybind
( 5)
Enchantment
Constellation — Whenever Skybind or another enchantment you control enters, exile target nonenchantment permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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Sky-Blessed Samurai
( 7)
Enchantment Creature — Human Samurai
(4/4)
This spell costs less to cast for each enchantment you control. Flying
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Skyblinder Staff
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and can't be blocked by creatures with flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Skyboon Evangelist
( 5)
Creature — Bird Advisor
(3/3)
Flying When Skyboon Evangelist enters, support 6. (Put a +1/+1 counter on each of up to six other target creatures.) Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn.
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Skycat Sovereign
( 2)
Creature — Elemental Cat
(1/1)
Flying Skycat Sovereign gets +1/+1 for each other creature you control with flying. : Create a 1/1 white Cat Bird creature token with flying.
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Skyclave Apparition
( 3)
Creature — Kor Spirit
(2/2)
When Skyclave Apparition enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less. When Skyclave Apparition leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
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Skyclave Cleric
( 2)
Creature — Kor Cleric
(1/3)
When Skyclave Cleric enters, you gain 2 life.
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Skyclave Invader
( 0)
Creature — Phyrexian Merfolk Scout
(2/4)
Flying When this creature transforms into Skyclave Invader, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
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Skyclave Pick-Axe
( 1)
Artifact — Equipment
When Skyclave Pick-Axe enters, attach it to target creature you control. Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Skyclave Relic
( 3)
Artifact
Kicker Indestructible When Skyclave Relic enters, if it was kicked, create two tapped tokens that are copies of Skyclave Relic. : Add one mana of any color.
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Skyclave Sentinel
( 3)
Artifact Creature — Gargoyle
(2/3)
Kicker (You may pay an additional as you cast this spell.) Flying, defender If Skyclave Sentinel was kicked, it enters with two +1/+1 counters on it. As long as Skyclave Sentinel has a +1/+1 counter on it, it can attack as though it didn't have defender.
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Skyclave Squid
( 2)
Creature — Squid
(3/2)
Defender Landfall — Whenever a land you control enters, Skyclave Squid can attack this turn as though it didn't have defender.
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Skyfire Kirin
( 4)
Legendary Creature — Kirin Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may gain control of target creature with that spell's mana value until end of turn.
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Skyfire Phoenix
( 4)
Creature — Phoenix
(3/3)
Flying, haste When you cast your commander, return Skyfire Phoenix from your graveyard to the battlefield.
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Skyfisher Spider
( 4)
Creature — Spider
(3/3)
Reach When Skyfisher Spider enters, you may sacrifice another creature. When you do, destroy target nonland permanent. When Skyfisher Spider dies, you may gain 1 life for each creature card in your graveyard. If you do, exile Skyfisher Spider from your graveyard.
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Skyhunter Strike Force
( 3)
Creature — Cat Knight
(2/2)
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Lieutenant — As long as you control your commander, other creatures you control have melee.
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Skyknight Squire
( 2)
Creature — Cat Scout
(1/1)
Whenever another creature you control enters, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
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Skyknight Vanguard
( 2)
Creature — Human Knight
(1/2)
Flying Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that's tapped and attacking.
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Skyline Cascade
( 0)
Land
Skyline Cascade enters tapped. When Skyline Cascade enters, target creature an opponent controls doesn't untap during its controller's next untap step. : Add .
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Skyline Despot
( 7)
Creature — Dragon
(5/5)
Flying When Skyline Despot enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
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Skyline Predator
( 6)
Creature — Drake
(3/4)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Skyline Savior
( 3)
Creature — — Angel
(3/4)
Flying When Skyline Savior enters the battlefield, return a permanent you control to its owner's hand. If it's a non-Angel creature card, it perpetually gets +1/+1, gains flying, and becomes an Angel in addition to its other types.
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Skyline Scout
( 2)
Creature — Human Scout
(2/1)
Whenever Skyline Scout attacks, you may pay . If you do, it gains flying until end of turn.
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Skymarcher Aspirant
( 1)
Creature — Vampire Soldier
(2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing.
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Skyraker Giant
( 4)
Creature — Giant
(4/3)
Reach (This creature can block creatures with flying.)
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Skyreaping
( 2)
Sorcery
Skyreaping deals damage to each creature with flying equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
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Skyrider Elf
( 2)
Creature — Elf Warrior Ally
(0/0)
Flying Converge — Skyrider Elf enters with a +1/+1 counter on it for each color of mana spent to cast it.
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Skyrider Patrol
( 4)
Creature — Elf Scout
(2/3)
Flying At the beginning of combat on your turn, you may pay . When you do, put a +1/+1 counter on another target creature you control, and that creature gains flying until end of turn.
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Skyrider Trainee
( 5)
Creature — Human Soldier
(3/3)
Skyrider Trainee has flying as long as it's enchanted.
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Skyscribing
( 2)
Sorcery
Each player draws X cards. Forecast — , Reveal Skyscribing from your hand: Each player draws a card. (Activate only during your upkeep and only once each turn.)
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Skyship Buccaneer
( 5)
Creature — Human Pirate
(4/3)
Flying Raid — When this creature enters, if you attacked this turn, draw a card.
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Skyship Plunderer
( 2)
Creature — Human Pirate
(2/1)
Flying Whenever Skyship Plunderer deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
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Skyship Stalker
( 4)
Creature — Cat Dragon
(3/3)
Flying : Skyship Stalker gets +1/+0 until end of turn. : Skyship Stalker gains first strike until end of turn. : Skyship Stalker gains haste until end of turn.
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Skyship Weatherlight
( 4)
Legendary Artifact
When Skyship Weatherlight enters, search your library for any number of artifact and/or creature cards, exile them, then shuffle. , : Choose a card at random that was exiled with Skyship Weatherlight. Put that card into its owner's hand.
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Skyshroud Blessing
( 2)
Instant
All lands gain shroud until end of turn. (They can't be the targets of spells or abilities.) Draw a card.
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Skyshroud Claim
( 4)
Sorcery
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
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Skyshroud Elite
( 1)
Creature — Elf
(1/1)
Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land.
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Skyshroud Ridgeback
( 1)
Creature — Beast
(2/3)
Fading 2 <I>(This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I>
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Skyshroud Sentinel
( 3)
Creature — Elf
(1/1)
When Skyshroud Sentinel enters, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, put them into your hand, then shuffle.
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Skyshroud Vampire
( 5)
Creature — Vampire
(3/3)
Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.
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