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Déjà Vu
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.
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Demon's Jester
( 4)
Creature — Imp
(2/2)
Flying Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand.
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Dispense Justice
( 3)
Instant
Target player sacrifices an attacking creature of their choice. Metalcraft — That player sacrifices two attacking creatures of their choice instead if you control three or more artifacts.
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Distinguished Conjurer
( 2)
Creature — Human Wizard
(1/2)
Whenever another creature you control enters, you gain 1 life. , : Exile another target creature you control, then return it to the battlefield under its owner's control.
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Djeru and Hazoret
( 5)
Legendary Creature — Human God
(5/4)
As long as you have one or fewer cards in hand, Djeru and Hazoret has vigilance and haste. Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
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Djeru, With Eyes Open
( 5)
Legendary Creature — Human Warrior
(4/3)
Vigilance When Djeru, With Eyes Open enters, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle. If a source would deal damage to a planeswalker you control, prevent 1 of that damage.
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Djeru's Renunciation
( 2)
Instant
Tap up to two target creatures. Cycling (, Discard this card: Draw a card.)
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Djeru's Resolve
( 1)
Instant
Untap target creature. Prevent all damage that would be dealt to it this turn. Cycling (, Discard this card: Draw a card.)
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Djinn Illuminatus
( 7)
Creature — Djinn
(3/5)
( can be paid with either or .) Flying Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
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Djinn of Infinite Deceits
( 6)
Creature — Djinn
(2/7)
Flying : Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.
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Djinn of the Fountain
( 6)
Creature — Djinn
(4/4)
Flying Whenever you cast an instant or sorcery spell, choose one — • Djinn of the Fountain gets +1/+1 until end of turn. • Exile Djinn of the Fountain. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
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Djinn of Wishes
( 5)
Creature — Djinn
(4/4)
Flying Djinn of Wishes enters with three wish counters on it. , Remove a wish counter from Djinn of Wishes: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
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Djinni Windseer
( 4)
Creature — Djinn
(3/3)
Flying When Djinni Windseer enters, roll a d20. 1–9 | Scry 1. 10–19 | Scry 2. 20 | Scry 3.
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Dodgy Jalopy
( 3)
Artifact — Vehicle
(*/5)
Trample Dodgy Jalopy's power is equal to the highest mana value among creatures you control. Crew 3 Scavenge (, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
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Dominaria's Judgment
( 3)
Instant
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.
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Double Major
( 2)
Instant
Copy target creature spell you control, except it isn't legendary if the spell is legendary. (A copy of a creature spell becomes a token.)
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Dr. Julius Jumblemorph
( 4)
Legendary Creature
(4/4)
Dr. Julius Jumblemorph is every creature type (even if this card isn't on the battlefield). Whenever a host you control enters, you may search your library and/or graveyard for a card with augment and combine it with that host. If you search your library this way, shuffle.
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Dragonlord Ojutai
( 5)
Legendary Creature — Elder Dragon
(5/4)
Flying Dragonlord Ojutai has hexproof as long as it's untapped. Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Drifting Djinn
( 6)
Creature — Djinn
(5/5)
Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay . Cycling (, Discard this card: Draw a card.)
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Eiganjo Exemplar
( 2)
Enchantment Creature — Human Samurai
(2/1)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
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Eiganjo Free-Riders
( 4)
Creature — Human Soldier
(3/4)
Flying At the beginning of your upkeep, return a white creature you control to its owner's hand.
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Eiganjo Uprising
( 2)
Sorcery
Create X 2/2 white Samurai creature tokens with vigilance. They gain menace and haste until end of turn. Each opponent creates X minus one 2/2 white Samurai creature tokens with vigilance.
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Elder Pine of Jukai
( 3)
Creature — Spirit
(2/1)
Whenever you cast a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order. Soulshift 2 (When this creature dies, you may return target Spirit card with mana value 2 or less from your graveyard to your hand.)
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El-Hajjâj
( 3)
Creature — Human Wizard
(1/1)
Whenever El-Hajjâj deals damage, you gain that much life.
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Elite Javelineer
( 3)
Creature — Human Soldier
(2/2)
Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature.
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Elvish Rejuvenator
( 3)
Creature — Elf Druid
(1/1)
When Elvish Rejuvenator enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Emberwilde Djinn
( 4)
Creature — Djinn
(5/4)
Flying At the beginning of each player's upkeep, that player may pay or 2 life. If the player does, they gain control of Emberwilde Djinn.
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Erhnam Djinn
( 4)
Creature — Djinn
(4/5)
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)
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Ertha Jo, Frontier Mentor
( 4)
Legendary Creature — Kor Advisor
(2/4)
When Ertha Jo, Frontier Mentor enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
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Essence of Ajani (playtest)
( 3)
Emblem
(As this spell resolves, put it into the command zone.) Whenever you cast a spell, you gain 1 life.
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Everythingamajig (Everythingamajig (e))
( 5)
Artifact
Sacrifice a land: You gain 2 life. Sacrifice a creature: Add . , Discard a card: Search your library for a card that shares a complete word in its name with the name of the discarded card, reveal it, put it into your hand, then shuffle.
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Everythingamajig (Everythingamajig (f))
( 8)
Artifact
, : Scry 2. , , Pay 1 life: Create a 0/1 white Goat creature token. , , Sacrifice Everythingamajig: Choose target player. At the beginning of the next end step, exchange life totals with that player, exchange control of all permanents you and that player control, and exchange cards in your hands, cards in your libraries, and cards in your graveyards.
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Evincar's Justice
( 4)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Evincar's Justice deals 2 damage to each creature and each player.
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Experiment Kraj
( 6)
Legendary Creature — Ooze Mutant
(4/6)
Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it. : Put a +1/+1 counter on target creature.
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Extraordinary Journey
( 2)
Enchantment
When Extraordinary Journey enters, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled. Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
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Eye of Ojer Taq
( 3)
Artifact
: Add one mana of any color. Craft with two that share a card type (, Exile this artifact, Exile the two from among other permanents you control and/or cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
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Faithbound Judge
( 3)
Creature — Spirit Soldier
(4/4)
Defender, flying, vigilance At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it. As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender. Disturb
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Fallaji Archaeologist
( 2)
Creature — Human Scout
(0/3)
When Fallaji Archaeologist enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Fallaji Archaeologist. (To mill a card, put the top card of your library into your graveyard.)
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Fallaji Chaindancer
( 4)
Creature — Human Soldier
(2/4)
: Fallaji Chaindancer gains double strike until end of turn.
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Fallaji Dragon Engine
( 8)
Artifact Creature — Dragon
(5/5)
Flying : Fallaji Dragon Engine gets +1/+0 until end of turn. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/3
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Fallaji Vanguard
( 4)
Creature — Human Soldier
(2/3)
First strike Whenever Fallaji Vanguard or another creature you control enters, target creature gets +2/+0 until end of turn.
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Fallaji Wayfarer
( 3)
Creature — Human Scout
(2/4)
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.) Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
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Favor of Jukai
( 4)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +3/+3 and has reach. Channel — , Discard Favor of Jukai: Target creature gets +3/+3 and gains reach until end of turn.
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Fiery Justice
( 3)
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of targets. Target opponent gains 5 life.
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Fire Juggler
( 3)
Creature — Goblin Shaman
(2/2)
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Firja, Judge of Valor
( 5)
Legendary Creature — Angel Cleric
(2/4)
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Firja's Retribution
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 4/4 white Angel Warrior creature token with flying and vigilance. II — Until end of turn, Angels you control gain ": Destroy target creature with power less than this creature's power." III — Angels you control gain double strike until end of turn.
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Flame Jab
( 1)
Sorcery
Flame Jab deals 1 damage to any target. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Flame Javelin
( 6)
Instant
( can be paid with any two mana or with . This card's mana value is 6.) Flame Javelin deals 4 damage to any target.
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Flame Jet
( 2)
Sorcery
Flame Jet deals 3 damage to target player or planeswalker. Cycling (, Discard this card: Draw a card.)
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Flameshadow Conjuring
( 4)
Enchantment
Whenever a nontoken creature you control enters, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
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Flavor Judge
( 2)
Creature — Bird Advisor
(2/2)
: Choose target spell or ability that targets a permanent you control. Then ask a person outside the game if the story of what will happen makes sense. If they say no, sacrifice Flavor Judge and counter that spell or ability.
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Fledgling Djinn
( 2)
Creature — Djinn
(2/2)
Flying At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you.
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Flotsam // Jetsam (Flotsam)
( 2)
Instant
Mill three cards. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Fraction Jackson
( 3)
Creature — Human Hero
(1/1{1/2})
, : Return target card with a ½ on it from your graveyard to your hand.
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Freejam Regent
( 6)
Creature — Cat Dragon
(4/4)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying : Freejam Regent gets +2/+0 until end of turn.
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Fugitive of the Judoon
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token. II — Investigate. III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
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Fylgja
( 1)
Enchantment — Aura
Enchant creature Fylgja enters with four healing counters on it. Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn. : Put a healing counter on Fylgja.
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Gahiji, Honored One
( 5)
Legendary Creature — Beast
(4/4)
Whenever a creature attacks one of your opponents or a planeswalker an opponent controls, that creature gets +2/+0 until end of turn.
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Galvanic Juggernaut
( 4)
Artifact Creature — Juggernaut
(5/5)
Galvanic Juggernaut attacks each combat if able. Galvanic Juggernaut doesn't untap during your untap step. Whenever another creature dies, untap Galvanic Juggernaut.
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Gaze of Justice
( 1)
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control. Exile target creature. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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General Jarkeld
( 4)
Legendary Creature — Human Soldier
(1/2)
: Choose two target blocked attacking creatures. If each of those creatures could be blocked by all creatures that the other is blocked by, each creature that's blocking exactly one of those attacking creatures stops blocking it and is blocking the other attacking creature. Activate only during the declare blockers step.
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Genju of the Cedars
( 1)
Enchantment — Aura
Enchant Forest : Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.
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Genju of the Falls
( 1)
Enchantment — Aura
Enchant Island : Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.
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Genju of the Fens
( 1)
Enchantment — Aura
Enchant Swamp : Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with ": This creature gets +1/+1 until end of turn." It's still a land. When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
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Genju of the Fields
( 1)
Enchantment — Aura
Enchant Plains : Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
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Genju of the Realm
( 5)
Legendary Enchantment — Aura
Enchant land : Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
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Genju of the Spires
( 1)
Enchantment — Aura
Enchant Mountain : Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.
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Ghitu Journeymage
( 3)
Creature — Human Wizard
(3/2)
When Ghitu Journeymage enters, if you control another Wizard, Ghitu Journeymage deals 2 damage to each opponent.
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Gideon Jura
( 5)
Legendary Planeswalker — Gideon
(6)
+2: During target opponent's next turn, creatures that player controls attack Gideon Jura if able. −2: Destroy target tapped creature. 0: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
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Gideon, Champion of Justice
( 4)
Legendary Planeswalker — Gideon
(4)
+1: Put a loyalty counter on Gideon, Champion of Justice for each creature target opponent controls. 0: Until end of turn, Gideon, Champion of Justice becomes a Human Soldier creature with power and toughness each equal to the number of loyalty counters on him and gains indestructible. He's still a planeswalker. Prevent all damage that would be dealt to him this turn. −15: Exile all other permanents.
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GO TO JAIL
( 1)
Enchantment
When GO TO JAIL enters, exile target creature an opponent controls until GO TO JAIL leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL.
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Goblin Battle Jester
( 4)
Creature — Goblin
(2/2)
Whenever you cast a red spell, target creature can't block this turn.
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Goblin Javelineer
( 1)
Creature — Goblin Warrior
(1/1)
Haste Whenever Goblin Javelineer becomes blocked, it deals 1 damage to target creature blocking it.
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Godtracker of Jund
( 3)
Creature — Elf Shaman
(2/2)
Whenever a creature you control with power 5 or greater enters, you may put a +1/+1 counter on Godtracker of Jund.
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Goham Djinn
( 6)
Creature — Djinn
(5/5)
: Regenerate Goham Djinn. Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common.
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Graaz, Unstoppable Juggernaut
( 8)
Legendary Artifact Creature — Juggernaut
(7/5)
Juggernauts you control attack each combat if able. Juggernauts you control can't be blocked by Walls. Other creatures you control have base power and toughness 5/3 and are Juggernauts in addition to their other creature types.
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Guardian Project
( 4)
Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
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Hajar, Loyal Bodyguard
( 2)
Legendary Creature — Human Soldier
(3/3)
Sacrifice Hajar, Loyal Bodyguard: Legendary creatures you control get +1/+0 and gain indestructible until end of turn.
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Halam Djinn
( 6)
Creature — Djinn
(6/5)
Haste Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.
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