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Felhide Petrifier
( 3)
Creature — Minotaur Warrior
(2/3)
Deathtouch Other Minotaur creatures you control have deathtouch.
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Felhide Spiritbinder
( 4)
Creature — Minotaur Shaman
(3/4)
Inspired — Whenever Felhide Spiritbinder becomes untapped, you may pay . If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
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Felidar Cub
( 2)
Creature — Cat Beast
(2/2)
Sacrifice this creature: Destroy target enchantment.
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Felidar Guardian
( 4)
Creature — Cat Beast
(1/4)
When Felidar Guardian enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
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Felidar Retreat
( 4)
Enchantment
Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
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Felidar Savior
( 4)
Creature — Cat Beast
(2/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
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Felidar Sovereign
( 6)
Creature — Cat Beast
(4/6)
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your upkeep, if you have 40 or more life, you win the game.
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Felidar Umbra
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. : Attach Felidar Umbra to target creature you control. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Feline Sovereign
( 3)
Creature — Cat
(2/3)
Other Cats you control get +1/+1 and have protection from Dogs. Whenever one or more Cats you control deal combat damage to a player, destroy up to one target artifact or enchantment that player controls.
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Felisa, Fang of Silverquill
( 4)
Legendary Creature — Vampire Wizard
(3/2)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a nontoken creature you control dies, if it had counters on it, create X tapped 2/1 white and black Inkling creature tokens with flying, where X is the number of counters it had on it.
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Felix Five-Boots
( 5)
Legendary Creature — Ooze Rogue
(5/4)
Menace, ward If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Fell Beast of Mordor
( 4)
Creature — Drake Beast
(3/3)
Flying Devour 1 (As this enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.) Whenever Fell Beast of Mordor enters or attacks, target opponent loses X life and you gain X life, where X is the number of +1/+1 counters on it.
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Fell Beast's Shriek
( 2)
Sorcery
Each opponent chooses a creature they control. Tap and goad the chosen creatures. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Splice onto instant or sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Fell Flagship
( 3)
Artifact — Vehicle
(3/3)
Pirates you control get +1/+0. Whenever Fell Flagship deals combat damage to a player, that player discards a card. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Fell Horseman
( 4)
Creature — Zombie Knight
(3/3)
When Fell Horseman dies, put it on the bottom of its owner's library.
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Fell Mire
( 0)
Land
As Fell Mire enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Fell Shepherd
( 7)
Creature — Avatar
(8/6)
Whenever Fell Shepherd deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. , Sacrifice another creature: Target creature gets -2/-2 until end of turn.
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Fell Specter
( 4)
Creature — Specter
(1/3)
Flying When Fell Specter enters, target opponent discards a card. Whenever an opponent discards a card, that player loses 2 life.
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Fell Stinger
( 3)
Creature — Zombie Scorpion
(3/2)
Deathtouch Exploit (When this creature enters, you may sacrifice a creature.) When Fell Stinger exploits a creature, target player draws two cards and loses 2 life.
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Fell the Mighty
( 5)
Sorcery
Destroy all creatures with power greater than target creature's power.
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Fell the Pheasant
( 2)
Instant
Fell the Pheasant deals 5 damage to target creature with flying. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Felling Blow
( 3)
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
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Fellwar Stone
( 2)
Artifact
: Add one mana of any color that a land an opponent controls could produce.
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Felonious Rage
( 1)
Instant
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
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Femeref Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Fen Hauler
( 7)
Creature — Insect
(5/5)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Fen Hauler can't be blocked by artifact creatures.
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Fen Stalker
( 4)
Creature — Nightstalker
(3/2)
Fen Stalker has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fencer Clique
( 4)
Creature — Faerie Soldier
(3/2)
Flying : Put Fencer Clique on top of its owner's library.
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Feral Abomination
( 6)
Creature — Thrull
(5/5)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Feral Animist
( 3)
Creature — Goblin Shaman
(2/1)
: Feral Animist gets +X/+0 until end of turn, where X is its power.
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Feral Contest
( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.
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Feral Deceiver
( 4)
Creature — Spirit
(3/2)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Activate only once each turn.
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Feral Encounter
( 2)
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
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Feral Ghoul
( 3)
Creature — Zombie Mutant
(2/2)
Menace Whenever another creature you control dies, put a +1/+1 counter on Feral Ghoul. When Feral Ghoul dies, each opponent gets a number of rad counters equal to its power.
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Feral Hydra
( 1)
Creature — Hydra Beast
(0/0)
Feral Hydra enters with X +1/+1 counters on it. : Put a +1/+1 counter on Feral Hydra. Any player may activate this ability.
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Feral Incarnation
( 9)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Create three 3/3 green Beast creature tokens.
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Feral Instinct
( 2)
Instant
Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Feral Invocation
( 3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+2.
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Feral Lightning
( 6)
Sorcery
Create three 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.
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Feral Prowler
( 2)
Creature — Cat
(1/3)
When Feral Prowler dies, draw a card.
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Feral Ridgewolf
( 3)
Creature — Wolf
(1/2)
Trample : Feral Ridgewolf gets +2/+0 until end of turn.
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Feral Roar
( 2)
Sorcery
Target creature gets +4/+4 until end of turn.
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Feral Thallid
( 6)
Creature — Fungus
(6/3)
At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.
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Feral Throwback
( 6)
Creature — Beast
(3/3)
Amplify 2 (As this creature enters, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Ferocious Tigorilla
( 4)
Creature — Cat Ape
(4/3)
Ferocious Tigorilla enters with your choice of a trample counter or a menace counter on it. (A creature with menace can't be blocked except by two or more creatures.)
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Ferocity of the Wilds
( 3)
Enchantment
Attacking non-Human creatures you control get +1/+0 and have trample.
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Ferris Wheel (Ferris Wheel (a))
( 0)
Artifact — Attraction
Visit — Choose target creature that hasn't been phased out with Ferris Wheel. That creature phases out until you roll a 3 or less while rolling to visit your Attractions. Lights — 4, 5, 6
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Beanstalk Giant (Fertile Footsteps)
( 3)
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
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Fertile Ground
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Fertile Imagination
( 4)
Sorcery
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way. (Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types.)
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Fertile Thicket
( 0)
Land
Fertile Thicket enters tapped. When Fertile Thicket enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. : Add .
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Fertilid
( 3)
Creature — Elemental
(0/0)
Fertilid enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
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Fertilid's Favor
( 4)
Instant
Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put two +1/+1 counters on up to one target artifact or creature.
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Fervent Denial
( 5)
Instant
Counter target spell. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Festergloom
( 3)
Sorcery
Nonblack creatures get -1/-1 until end of turn.
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Festering Evil
( 5)
Enchantment
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. , Sacrifice Festering Evil: It deals 3 damage to each creature and each player.
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Festering Goblin
( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Gulch
( 0)
Land — Desert
Festering Gulch enters tapped. When Festering Gulch enters, it deals 1 damage to target opponent. : Add or .
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Festerleech
( 1)
Creature — Zombie Leech
(1/1)
Whenever Festerleech deals combat damage to a player, you mill two cards. : Festerleech gets +2/+2 until end of turn. Activate only once each turn.
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Festival
( 1)
Instant
Cast this spell only during an opponent's upkeep. Creatures can't attack this turn.
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Festival Crasher
( 2)
Creature — Devil
(1/3)
Whenever you cast an instant or sorcery spell, Festival Crasher gets +2/+0 until end of turn.
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Festival of Embers
( 5)
Enchantment
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs. If a card or token would be put into your graveyard from anywhere, exile it instead. : Sacrifice Festival of Embers.
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Festive Funeral
( 5)
Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
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Bramble Familiar (Fetch Quest)
( 7)
Sorcery — Adventure
Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.
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Fetching Garden (playtest)
( 0)
Land — — Forest Plains
(: Add or .) Fetching Garden enters the battlefield tapped if it was played from your hand.
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Feudkiller's Verdict
( 6)
Kindred Sorcery — Giant
You gain 10 life. Then if you have more life than an opponent, create a 5/5 white Giant Warrior creature token.
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Feywild Caretaker
( 5)
Creature — Orc Wizard
(3/4)
When Feywild Caretaker enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
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Feywild Trickster
( 3)
Creature — Gnome Warlock
(2/2)
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
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Feywild Visitor
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Fickle Efreet
( 4)
Creature — Efreet
(5/2)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.
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Fiddlehead Kami
( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
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Field Marshal
( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Field of Dreams
( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Field of Reality
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by Spirits. : Return Field of Reality to its owner's hand.
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Field of Souls
( 4)
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Field of the Dead
( 0)
Land
Field of the Dead enters tapped. : Add . Whenever Field of the Dead or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
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Field Surgeon
( 2)
Creature — Human Cleric
(1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
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Field Trip
( 3)
Sorcery
Search your library for a basic Forest card, put that card onto the battlefield tapped, then shuffle. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Fieldmist Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Fieldmist Borderpost enters tapped. : Add or .
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Field-Tested Frying Pan
( 3)
Artifact — Equipment
When Field-Tested Frying Pan enters, create a Food token, then create a 1/1 white Halfling creature token and attach Field-Tested Frying Pan to it. Equipped creature has "Whenever you gain life, this creature gets +X/+X until end of turn, where X is the amount of life you gained." Equip
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Fiendlash
( 2)
Artifact — Equipment
Equipped creature gets +2/+0 and has reach. Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. Equip
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Fiendslayer Paladin
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control.
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Fierce Witchstalker
( 4)
Creature — Wolf
(4/4)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Fierce Witchstalker enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Fiery Annihilation
( 3)
Instant
Fiery Annihilation deals 5 damage to target creature. Exile up to one target Equipment attached to that creature. If that creature would die this turn, exile it instead.
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Fiery Conclusion
( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature.
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Fiery Confluence
( 4)
Sorcery
Choose three. You may choose the same mode more than once. • Fiery Confluence deals 1 damage to each creature. • Fiery Confluence deals 2 damage to each opponent. • Destroy target artifact.
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