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Eldrazi Displacer
( 3)
Creature — Eldrazi
(3/3)
Devoid (This card has no color.) : Exile another target creature, then return it to the battlefield tapped under its owner's control. ( represents colorless mana.)
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Electric Revelation
( 3)
Instant
As an additional cost to cast this spell, discard a card. Draw two cards. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Electrostatic Blast
( 2)
Instant
Electrostatic Blast deals 2 damage to any target. When you cast your next instant or sorcery spell, exile the top three cards of your library. You may play one of those cards until end of turn.
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Elemental Time Flamingo
( 0)
Stickers
2 — Exile this permanent: You may cast target nonland card from your graveyard this turn. 4 — Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. 2 — 1/5 3 — 5/4
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Elkin Lair
( 4)
World Enchantment
At the beginning of each player's upkeep, that player exiles a card at random from their hand. The player may play that card this turn. At the beginning of the next end step, if the player hasn't played the card, they put it into their graveyard.
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Elminster's Simulacrum
( 6)
Instant
For each opponent, you create a token that's a copy of up to one target creature that player controls.
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Elsewhere Flask
( 2)
Artifact
When Elsewhere Flask enters, draw a card. Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.
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Elvish Reclaimer
( 1)
Creature — Elf Warrior
(1/2)
Elvish Reclaimer gets +2/+2 as long as there are three or more land cards in your graveyard. , , Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
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Virtue of Courage (Embereth Blaze)
( 2)
Instant — Adventure
Embereth Blaze deals 2 damage to any target. (Then exile this card. You may cast the enchantment later from exile.)
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Embereth Paladin
( 4)
Creature — Human Knight
(4/1)
Haste Adamant — If at least three red mana was spent to cast this spell, Embereth Paladin enters with a +1/+1 counter on it.
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Embereth Skyblazer
( 4)
Creature — Human Knight
(4/3)
During your turn, Embereth Skyblazer has flying. Whenever Embereth Skyblazer attacks, you may pay . If you do, creatures you control get +X/+0 until end of turn, where X is the number of opponents you have.
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Emblazoned Golem
( 2)
Artifact Creature — Golem
(1/2)
Kicker <I>(You may pay an additional </I><I> as you cast this spell.)</I> Spend only colored mana on X. No more than one mana of each color may be spent this way. If Emblazoned Golem was kicked, it enters with X +1/+1 counters on it.
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Embodiment of Flame
( 0)
Creature — Elemental Wizard
(3/3)
Whenever a spell you control deals damage, put a flame counter on Embodiment of Flame. , Remove a flame counter from Embodiment of Flame: Exile the top card of your library. You may play that card this turn.
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Emeria, Shattered Skyclave
( 0)
Land
As Emeria, Shattered Skyclave enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Empty the Laboratory
( 2)
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
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Empyrial Plate
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each card in your hand. Equip
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Enchantmentize (playtest)
( 4)
Enchantment — — Aura
Enchant creature or enchantment Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)
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Enclave Cryptologist
( 1)
Creature — Merfolk Wizard
(0/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 0/1 : Draw a card, then discard a card. LEVEL 3+ 0/1 : Draw a card.
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Enclave Elite
( 3)
Creature — Merfolk Soldier
(2/2)
Multikicker (You may pay an additional any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Enclave Elite enters with a +1/+1 counter on it for each time it was kicked.
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Endemic Plague
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.
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Endless Atlas
( 2)
Artifact
, : Draw a card. Activate only if you control three or more lands with the same name.
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Engineered Plague
( 3)
Enchantment
As Engineered Plague enters, choose a creature type. All creatures of the chosen type get -1/-1.
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Engulfing Flames
( 1)
Instant
Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Engulfing Slagwurm
( 7)
Creature — Wurm
(7/7)
Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature's toughness.
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Enhanced Surveillance
( 2)
Enchantment
You may look at an additional two cards each time you surveil. Exile Enhanced Surveillance: Shuffle your graveyard into your library.
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Enlarge
( 5)
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Enormous Energy Blade
( 3)
Artifact — Equipment
Equipped creature gets +4/+0. Whenever Enormous Energy Blade becomes attached to a creature, tap that creature. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Enroll in the Coalition (playtest)
( 4)
Enchantment
You are a Flagbearer. While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer if able.
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Enslave
( 6)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature deals 1 damage to its owner.
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Enslaved Dwarf
( 1)
Creature — Dwarf
(1/1)
, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn.
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Enslaved Horror
( 4)
Creature — Horror
(4/4)
When Enslaved Horror enters, each other player may return a creature card from their graveyard to the battlefield.
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Enslaved Scout
( 3)
Creature — Goblin Scout
(2/2)
: Enslaved Scout gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
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Gray Slaad (Entropic Decay)
( 2)
Sorcery — Adventure
Mill four cards. (Then exile this card. You may cast the creature later from exile.)
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Éowyn, Lady of Rohan
( 3)
Legendary Creature — Human Noble
(2/4)
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead. Equip abilities you activate cost less to activate.
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Epistolary Librarian
( 4)
Creature — Astartes Wizard
(3/4)
Veil of Time — Whenever Epistolary Librarian attacks, you may cast a spell with mana value X or less from your hand without paying its mana cost, where X is the number of attacking creatures.
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Erebor Flamesmith
( 2)
Creature — Dwarf Artificer
(2/1)
Whenever you cast an instant or sorcery spell, Erebor Flamesmith deals 1 damage to each opponent.
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Esper Stormblade
( 2)
Artifact Creature — Vedalken Wizard
(2/1)
As long as you control another multicolored permanent, Esper Stormblade gets +1/+1 and has flying.
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Essence Backlash
( 4)
Instant
Counter target creature spell. Essence Backlash deals damage equal to that spell's power to its controller.
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Essence Flare
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0. At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
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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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Eternal Flame
( 4)
Sorcery
Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control.
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Eternal Isolation
( 2)
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
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Everflame Eidolon
( 2)
Enchantment Creature — Spirit
(1/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) : Everflame Eidolon gets +1/+0 until end of turn. If it's an Aura, enchanted creature gets +1/+0 until end of turn instead. Enchanted creature gets +1/+1.
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Everglades
( 0)
Land
Everglades enters tapped. When Everglades enters, sacrifice it unless you return an untapped Swamp you control to its owner's hand. : Add .
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Everlasting Lich (playtest)
( 5)
Creature — — Zombie
(4/0)
CARDNAME can't block. CARDNAME can't die. (This creature has indestructible, can't be sacrificed, and doesn't go to the graveyard for having 0 toughness.)
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Everlasting Torment
( 3)
Enchantment
Players can't gain life. Damage can't be prevented. All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)
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Evil Boros Charm (playtest)
( 2)
Instant
Choose one — • CARDNAME deals 2 damage to any target and you gain 2 life. • Unblocked attacking creatures get +1/+0 until end of turn. • Create a 1/1 colorless Spirit creature token with lifelink and haste.
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Evolutionary Escalation
( 2)
Enchantment
At the beginning of your upkeep, put three +1/+1 counters on target creature you control and three +1/+1 counters on target creature an opponent controls.
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Exalted Flamer of Tzeentch
( 4)
Creature — Demon
(2/4)
Sorcerous Inspiration — At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Fire of Tzeentch — Whenever you cast an instant or sorcery spell, Exalted Flamer of Tzeentch deals 1 damage to each opponent.
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Exemplar of Light
( 4)
Creature — Angel
(3/3)
Flying Whenever you gain life, put a +1/+1 counter on this creature. Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.
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Exemplar of Strength
( 2)
Creature — Human Warrior
(4/4)
When Exemplar of Strength enters, put three -1/-1 counters on target creature you control. Whenever Exemplar of Strength attacks, remove a -1/-1 counter from it. If you do, you gain 1 life.
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Exhilarating Elocution
( 4)
Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
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Expendable Lackey
( 1)
Creature — Human Citizen
(1/1)
, Exile Expendable Lackey from your graveyard: Create a 1/1 blue Fish creature token with "This creature can't be blocked." Activate only as a sorcery.
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Experimental Lab // Staff Room (Experimental Lab)
( 4)
Enchantment — Room
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Explore the Vastlands
( 3)
Sorcery
Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
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Explosive Revelation
( 5)
Sorcery
Choose any target. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's mana value to that permanent or player. Put the nonland card into your hand and the rest on the bottom of your library in any order.
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Explosive Singularity
( 10)
Sorcery
As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs less to cast for each creature tapped this way. Explosive Singularity deals 10 damage to any target.
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Extraplanar Lens
( 3)
Artifact
Imprint — When Extraplanar Lens enters, you may exile target land you control. Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.
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Eye of Singularity
( 4)
World Enchantment
When Eye of Singularity enters, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land enters, destroy all other permanents with that name. They can't be regenerated.
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Ezio, Blade of Vengeance
( 5)
Legendary Creature — Human Assassin
(5/5)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever an Assassin you control deals combat damage to a player, draw a card.
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Ezuri, Claw of Progress
( 4)
Legendary Creature — Phyrexian Elf Warrior
(3/3)
Whenever a creature you control with power 2 or less enters, you get an experience counter. At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
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Faerie Bladecrafter
( 3)
Creature — Faerie Rogue
(2/2)
Flying Whenever one or more Faeries you control deal combat damage to a player, put a +1/+1 counter on Faerie Bladecrafter. When Faerie Bladecrafter dies, each opponent loses X life and you gain X life, where X is its power.
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Faerie Conclave
( 0)
Land
Faerie Conclave enters tapped. : Add . : Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
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Faithbearer Paladin
( 5)
Creature — Human Knight
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Fall of Gil-galad
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Put two +1/+1 counters on target creature you control. III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
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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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Claim // Fame (Fame)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gets +2/+0 and gains haste until end of turn.
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Famished Paladin
( 2)
Creature — Vampire Knight
(3/3)
Famished Paladin doesn't untap during your untap step. Whenever you gain life, untap Famished Paladin.
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Fangblade Brigand
( 4)
Creature — Human Werewolf
(3/4)
: Fangblade Brigand gets +1/+0 and gains first strike until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Fangblade Eviscerator
( 0)
Creature — Werewolf
(4/5)
: Fangblade Eviscerator gets +1/+0 and gains first strike until end of turn. : Creatures you control get +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Fanged Flames
( 2)
Sorcery
Devoid (This card has no color.) Fanged Flames deals 4 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
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Fanning the Flames
( 2)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to any target.
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Fated Conflagration
( 4)
Instant
Fated Conflagration deals 5 damage to target creature or planeswalker. If it's your turn, scry 2.
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Fear of Isolation
( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Fear of Surveillance
( 2)
Enchantment Creature — Nightmare
(2/2)
Vigilance Whenever Fear of Surveillance attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Fearful Villager
( 3)
Creature — Human Werewolf
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Feed the Clan
( 2)
Instant
You gain 5 life. Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
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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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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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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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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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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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Fighter Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. : Level 2 //Level_2// Equip abilities you activate cost less to activate. : Level 3 //Level_3// Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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Final Flare
( 3)
Instant
As an additional cost to cast this spell, sacrifice a creature or enchantment. Final Flare deals 5 damage to target creature.
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Finale of Revelation
( 2)
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.
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