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Demolition Stomper
( 6)
Artifact — Vehicle
(10/7)
Demolition Stomper can't be blocked by creatures with power 2 or less. Crew 5 (Tap any number of creatures you control with total power 5 or more: This Vehicle becomes an artifact creature until end of turn.)
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Demon
( 0)
Creature — Demon
(*/*)
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Demon Bolt
( 3)
Instant
Demon Bolt deals 4 damage to target creature or planeswalker. 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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Demon of Catastrophes
( 4)
Creature — Demon
(6/6)
As an additional cost to cast this spell, sacrifice a creature. Flying, trample
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Demon of Death's Gate
( 9)
Creature — Demon
(9/9)
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost. Flying, trample
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Demon of Fate's Design
( 6)
Enchantment Creature — Demon
(6/6)
Flying, trample Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. , Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
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Demon of Loathing
( 7)
Creature — Demon
(7/7)
Flying, trample Whenever Demon of Loathing deals combat damage to a player, that player sacrifices a creature of their choice.
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Demon of Wailing Agonies
( 5)
Creature — Demon
(4/4)
Flying Lieutenant — As long as you control your commander, Demon of Wailing Agonies gets +2/+2 and has "Whenever Demon of Wailing Agonies deals combat damage to a player, that player sacrifices a creature of their choice."
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Demonfire
( 1)
Sorcery
Demonfire deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Hellbent — If you have no cards in hand, this spell can't be countered and the damage can't be prevented.
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Demonic Appetite
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature.
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Demonic Attorney
( 3)
Sorcery
Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of their library.
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Demonic Bargain
( 3)
Sorcery
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
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Demonic Collusion
( 5)
Sorcery
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Search your library for a card, put that card into your hand, then shuffle.
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Demonic Consultation
( 1)
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
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Demonic Counsel
( 2)
Sorcery
Search your library for a Demon card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.
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Demonic Covenant
( 6)
Kindred Enchantment — Demon
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant.
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Demonic Dread
( 3)
Sorcery
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.) Target creature can't block this turn.
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Demonic Embrace
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types. You may cast Demonic Embrace from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
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Demonic Gifts
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control."
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Demonic Lore
( 3)
Enchantment
When Demonic Lore enters, draw three cards. At the beginning of your end step, you lose 2 life for each card in your hand.
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Demonic Pact
( 4)
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen — • This enchantment deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.
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Demonic Rising
( 5)
Enchantment
At the beginning of your end step, if you control exactly one creature, create a 5/5 black Demon creature token with flying.
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Demonic Ruckus
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When Demonic Ruckus is put into a graveyard from the battlefield, draw a card. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Hezrou (Demonic Stench)
( 1)
Instant — Adventure
Each creature that blocked this turn gets -1/-1 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Demonic Taskmaster
( 3)
Creature — Demon
(4/3)
Flying At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.
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Demonic Torment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature.
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Demonic Tourist Laser
( 0)
Stickers
2 — Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) 3 — When this permanent dies, you get seven . 2 — 1/4 5 — 9/6
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Demonic Tutor
( 2)
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
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Demonic Vigor
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature dies, return that card to its owner's hand.
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Demonlord Belzenlok
( 6)
Legendary Creature — Elder Demon
(6/6)
Flying, trample When Demonlord Belzenlok enters, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's mana value is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
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Demonlord of Ashmouth
( 4)
Creature — Demon
(5/4)
Flying When Demonlord of Ashmouth enters, exile it unless you sacrifice another creature. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Demonmail Hauberk
( 4)
Artifact — Equipment
Equipped creature gets +4/+2. Equip—Sacrifice a creature.
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Demon-Possessed Witch
( 0)
Creature — Human Shaman
(4/3)
When this creature transforms into Demon-Possessed Witch, you may destroy target creature.
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Demon's Disciple
( 3)
Creature — Human Cleric
(3/1)
When Demon's Disciple enters, each player sacrifices a creature or planeswalker of their choice.
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Demon's Due
( 4)
Instant
Scry 2, then draw two cards. You lose 2 life.
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Demon's Grasp
( 5)
Sorcery
Target creature gets -5/-5 until end of turn.
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Demon's Horn
( 2)
Artifact
Whenever a player casts a black spell, you may gain 1 life.
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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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Demonspine Whip
( 2)
Artifact — Equipment
: Equipped creature gets +X/+0 until end of turn. Equip
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Demoralize
( 3)
Instant
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.
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Demotion
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
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Demystify
( 1)
Instant
Destroy target enchantment.
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Depala, Pilot Exemplar
( 3)
Legendary Creature — Dwarf Pilot
(3/3)
Other Dwarves you control get +1/+1. Each Vehicle you control gets +1/+1 as long as it's a creature. Whenever Depala, Pilot Exemplar becomes tapped, you may pay . If you do, reveal the top X cards of your library, put all Dwarf and Vehicle cards from among them into your hand, then put the rest on the bottom of your library in a random order.
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Depart the Realm
( 2)
Instant
Return target nonland permanent to its owner's hand. 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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Deranged Hermit
( 5)
Creature — Elf
(1/1)
Echo (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.) When Deranged Hermit enters, create four 1/1 green Squirrel creature tokens. Squirrel creatures get +1/+1.
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Derevi, Empyrial Tactician
( 3)
Legendary Creature — Bird Wizard
(2/3)
Flying When Derevi, Empyrial Tactician enters and whenever a creature you control deals combat damage to a player, you may tap or untap target permanent. : Put Derevi onto the battlefield from the command zone.
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Dermoplasm
( 3)
Creature — Shapeshifter
(1/1)
Flying 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 Dermoplasm is turned face up, you may put a creature card with a morph ability from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner's hand.
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Dermotaxi
( 2)
Artifact — Vehicle
(0/0)
Imprint — As Dermotaxi enters, exile a creature card from a graveyard. Tap two untapped creatures you control: Until end of turn, Dermotaxi becomes a copy of the exiled card, except it's a Vehicle artifact in addition to its other types.
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Descendant of Kiyomaro
( 3)
Creature — Human Soldier
(2/3)
As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."
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Descendant of Masumaro
( 3)
Creature — Human Monk
(1/1)
At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.
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Descendant of Soramaro
( 4)
Creature — Human Wizard
(2/3)
: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order.
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Descent into Madness
( 5)
Enchantment
At the beginning of your upkeep, put a despair counter on Descent into Madness, then each player exiles X permanents they control and/or cards from their hand, where X is the number of despair counters on Descent into Madness.
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Desdemona, Freedom's Edge
( 4)
Legendary Creature — Human Rogue
(3/4)
Vigilance Whenever Desdemona, Freedom's Edge attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
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Desecrated Tomb
( 3)
Artifact
Whenever one or more creature cards leave your graveyard, create a 1/1 black Bat creature token with flying.
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Desecration Demon
( 4)
Creature — Demon
(6/6)
Flying At the beginning of each combat, any opponent may sacrifice a creature of their choice. If a player does, tap this creature and put a +1/+1 counter on it.
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Desecration Elemental
( 4)
Creature — Elemental
(8/8)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a player casts a spell, sacrifice a creature.
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Desert Nomads
( 3)
Creature — Human Nomad
(2/2)
Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts.
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Desmond Miles
( 2)
Legendary Creature — Human Assassin
(1/3)
Menace Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard. Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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Desperate Farmer
( 3)
Creature — Human Peasant
(2/2)
Lifelink When another creature you control dies, transform Desperate Farmer.
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Desperate Gambit
( 1)
Instant
Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage.
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Destructive Tampering
( 3)
Sorcery
Choose one — • Destroy target artifact. • Creatures without flying can't block this turn.
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Detainment Spell
( 1)
Enchantment — Aura
Enchant creature Enchanted creature's activated abilities can't be activated. : Attach Detainment Spell to target creature.
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Detective of the Month
( 3)
Creature — Human Detective
(2/3)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
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Determined Iteration
( 2)
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
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Deus of Calamity
( 5)
Creature — Spirit Avatar
(6/6)
Trample Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.
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Devastating Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards at random. Each player sacrifices X lands of their choice. Devastating Dreams deals X damage to each creature.
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Devastating Summons
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice X lands. Create two X/X red Elemental creature tokens.
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Devoted Crop-Mate
( 3)
Creature — Human Warrior
(3/2)
You may exert Devoted Crop-Mate as it attacks. When you do, return target creature card with mana value 2 or less from your graveyard to the battlefield. (An exerted creature won't untap during your next untap step.)
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Devour in Flames
( 3)
Sorcery
As an additional cost to cast this spell, return a land you control to its owner's hand. Devour in Flames deals 5 damage to target creature or planeswalker.
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Devourer of Memory
( 2)
Creature — Nightmare
(2/1)
Whenever one or more cards are put into your graveyard from your library, Devourer of Memory gets +1/+1 until end of turn and can't be blocked this turn. : Mill a card.
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Devouring Sugarmaw
( 4)
Creature — Horror
(6/6)
Menace, trample At the beginning of your upkeep, you may sacrifice an artifact, enchantment, or token. If you don't, tap Devouring Sugarmaw.
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Devouring Swarm
( 3)
Creature — Insect
(2/1)
Flying Sacrifice a creature: Devouring Swarm gets +1/+1 until end of turn.
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Devout Monk
( 1)
Creature — Human Monk Cleric
(1/1)
When Devout Monk enters, you gain 1 life.
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Diabolic Machine
( 7)
Artifact Creature — Construct
(4/4)
: Regenerate Diabolic Machine.
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Diamond City
( 0)
Land
Diamond City enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) : Add . : Move a shield counter from Diamond City onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
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Diamond Kaleidoscope
( 4)
Artifact
, : Create a 0/1 colorless Prism artifact creature token. Sacrifice a Prism token: Add one mana of any color.
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Diamond Knight
( 3)
Artifact Creature — Knight
(1/1)
Vigilance (Attacking doesn't cause this creature to tap.) As Diamond Knight enters, choose a color. Whenever you cast a spell of the chosen color, put a +1/+1 counter on Diamond Knight.
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Diamond Lion
( 2)
Artifact Creature — Cat
(2/2)
, Discard your hand, Sacrifice Diamond Lion: Add three mana of any one color. Activate only as an instant.
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Diamond Mare
( 2)
Artifact Creature — Horse
(1/3)
As this creature enters, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life.
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Diamond Pick-Axe
( 1)
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this artifact.) Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Equip
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Diamond Valley
( 0)
Land
, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
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Dictate of Karametra
( 5)
Enchantment
Flash Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Dig Through Time
( 8)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
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Diligent Farmhand
( 1)
Creature — Human Druid
(1/1)
, Sacrifice Diligent Farmhand: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. If Diligent Farmhand is in a graveyard, effects from spells named Muscle Burst count it as a card named Muscle Burst.
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Diluvian Primordial
( 7)
Creature — Avatar
(5/5)
Flying When Diluvian Primordial enters, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.
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Polluted Cistern // Dim Oubliette (Dim Oubliette)
( 5)
Enchantment — Room
When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield. (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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