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Rootbreaker Wurm
( 7)
Creature — Wurm
(6/6)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Rootha, Mercurial Artist
( 3)
Legendary Creature — Orc Shaman
(1/4)
, Return Rootha, Mercurial Artist to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
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Rooting Moloch
( 5)
Creature — Lizard
(4/4)
When Rooting Moloch enters, exile target card with a cycling ability from your graveyard. Until the end of your next turn, you may play that card. Cycling (, Discard this card: Draw a card.)
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Roots of Wisdom
( 2)
Sorcery
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
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Rootwater Commando
( 3)
Creature — Merfolk
(2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Rootwater Matriarch
( 4)
Creature — Merfolk
(2/3)
: Gain control of target creature for as long as that creature is enchanted.
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Rootwater Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Look at the top card of target player's library.
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Rootwater Shaman
( 3)
Creature — Merfolk Shaman
(2/2)
You may cast Aura spells with enchant creature as though they had flash.
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Rootwire Amalgam
( 5)
Artifact Creature — Golem
(5/5)
, Sacrifice Rootwire Amalgam: Create an X/X colorless Golem artifact creature token, where X is three times Rootwire Amalgam's power. It gains haste until end of turn. Activate only as a sorcery. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/3
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Rory Williams
( 2)
Legendary Creature — Human Soldier
(3/3)
Partner with Amy Pond First strike, lifelink The Last Centurion — When you cast this spell from anywhere other than exile, exile it with three time counters on it. It gains suspend. Then investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Rose Room Treasurer
( 4)
Creature — Ogre Warrior
(4/3)
Alliance — Whenever another creature you control enters, create a Treasure token if this is the first or second time this ability has resolved this turn. Otherwise, you may pay . When you do, Rose Room Treasurer deals X damage to any target.
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Rosemane Centaur
( 5)
Creature — Centaur Soldier
(4/4)
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.) Vigilance
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Roshan, Hidden Magister
( 4)
Legendary Creature — Human Assassin
(4/4)
Other creatures you control are Assassins in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. Face-down creatures you control have menace. Whenever a permanent you control is turned face up, you draw a card and you lose 1 life.
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Rot Farm Mortipede
( 4)
Creature — Insect
(3/4)
Whenever one or more creature cards leave your graveyard, Rot Farm Mortipede gets +1/+0 and gains menace and lifelink until end of turn.
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Rot Farm Skeleton
( 4)
Creature — Plant Skeleton
(4/1)
Rot Farm Skeleton can't block. , Mill four cards: Return Rot Farm Skeleton from your graveyard to the battlefield. Activate only as a sorcery.
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Rot Shambler
( 2)
Creature — Fungus
(1/1)
Whenever another creature you control dies, put a +1/+1 counter on Rot Shambler.
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Rotfeaster Maggot
( 5)
Creature — Insect
(3/5)
When Rotfeaster Maggot enters, exile target creature card from a graveyard. You gain life equal to that card's toughness.
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Rotisserie Elemental
( 1)
Creature — Elemental
(1/1)
Menace Whenever Rotisserie Elemental deals combat damage to a player, put a skewer counter on Rotisserie Elemental. Then you may sacrifice it. If you do, exile the top X cards of your library, where X is the number of skewer counters on Rotisserie Elemental. You may play those cards this turn.
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Rotlung Reanimator
( 3)
Creature — Zombie Cleric
(2/2)
Whenever Rotlung Reanimator or another Cleric dies, create a 2/2 black Zombie creature token.
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Rottenmouth Viper
( 6)
Creature — Elemental Snake
(6/6)
As an additional cost to cast this spell, you may sacrifice any number of nonland permanents. This spell costs less to cast for each permanent sacrificed this way. Whenever Rottenmouth Viper enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.
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Roughshod Mentor
( 6)
Creature — Giant Warrior
(5/4)
Green creatures you control have trample.
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Rouse the Mob
( 1)
Instant
Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain trample until end of turn.
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Rowan, Fearless Sparkmage
( 5)
Legendary Planeswalker — Rowan
(5)
+1: Up to one target creature gets +3/+0 and gains first strike until end of turn. −2: Rowan, Fearless Sparkmage deals 1 damage to each of up to two target creatures. Those creatures can't block this turn. −9: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
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Rowan's Grim Search
( 3)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard. You draw two cards and you lose 2 life.
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Royal Treatment
( 1)
Instant
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward .)
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Rubblebelt Maaka
( 4)
Creature — Cat
(3/3)
Bloodrush — , Discard Rubblebelt Maaka: Target attacking creature gets +3/+3 until end of turn.
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Rubblebelt Maverick
( 1)
Creature — Human Detective
(1/1)
When Rubblebelt Maverick enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Exile Rubblebelt Maverick from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
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Ruff, Underdog Champ (playtest)
( 4)
Legendary Creature — — Dog Soldier
(3/2)
All Hounds are Dogs. (We'll errata this to be true.) First strike, lifelink Underdog — If you've lost a game this match, CARDNAME and other Dogs you control get +1/+1.
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Rug of Smothering
( 3)
Artifact Creature — Construct
(1/3)
Flying Whenever a player casts a spell, they lose 1 life for each spell they've cast this turn.
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Ruham Djinn
( 6)
Creature — Djinn
(5/5)
First strike Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common.
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Ruhan of the Fomori
( 4)
Legendary Creature — Giant Warrior
(7/7)
At the beginning of combat on your turn, choose an opponent at random. Ruhan of the Fomori attacks that player this combat if able.
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Ruinous Gremlin
( 1)
Creature — Gremlin
(1/1)
, Sacrifice Ruinous Gremlin: Destroy target artifact.
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Ruinous Minotaur
( 3)
Creature — Minotaur Warrior
(5/2)
Whenever Ruinous Minotaur deals damage to an opponent, sacrifice a land.
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Rukarumel, Biologist
( 5)
Legendary Creature — Human Wizard
(3/3)
As Rukarumel, Biologist enters, choose a creature type. Slivers you control and nontoken creatures you control are the chosen type in addition to their other creature types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. , : Create a 1/1 colorless Sliver creature token.
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Rulik Mons, Warren Chief
( 4)
Legendary Creature — Goblin
(3/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Rulik Mons, Warren Chief attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
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Rumbleweed
( 11)
Creature — Plant Elemental
(8/8)
This spell costs less to cast for each land card in your graveyard. Vigilance, reach, trample When Rumbleweed enters, other creatures you control get +3/+3 and gain trample until end of turn.
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Rumbling Aftershocks
( 5)
Enchantment
Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to any target equal to the number of times that spell was kicked.
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Rumbling Crescendo
( 5)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Rumbling Crescendo. , Sacrifice Rumbling Crescendo: Destroy up to X target lands, where X is the number of verse counters on Rumbling Crescendo.
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Rumbling Rockslide
( 4)
Sorcery
Rumbling Rockslide deals damage to target creature equal to the number of lands you control.
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Rumbling Ruin
( 6)
Creature — Elemental
(6/6)
When Rumbling Ruin enters, count the number of +1/+1 counters on creatures you control. Creatures your opponents control with power less than or equal to that number can't block this turn.
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Rumbling Sentry
( 5)
Creature — Giant
(3/6)
When Rumbling Sentry enters, scry 1.
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Rumbling Slum
( 4)
Creature — Elemental
(5/5)
At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player.
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Rummaging Goblin
( 3)
Creature — Goblin Rogue
(1/1)
, Discard a card: Draw a card.
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Rummaging Wizard
( 4)
Creature — Human Wizard
(2/2)
: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Rumor Gatherer
( 3)
Creature — Elf Wizard
(2/1)
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
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Run Amok
( 2)
Instant
Target attacking creature gets +3/+3 and gains trample until end of turn.
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Runadi, Behemoth Caller
( 3)
Legendary Creature — Cat Shaman
(1/3)
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4. Creatures you control with three or more +1/+1 counters on them have haste. : Add .
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Runaway Steam-Kin
( 2)
Creature — Elemental
(1/1)
Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin. Remove three +1/+1 counters from Runaway Steam-Kin: Add .
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Rundvelt Hordemaster
( 2)
Creature — Goblin Warrior
(1/1)
Other Goblins you control get +1/+1. Whenever Rundvelt Hordemaster or another Goblin you control dies, exile the top card of your library. If it's a Goblin creature card, you may cast that card until the end of your next turn.
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Rune of Might
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Might enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
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Rune of Mortality
( 2)
Enchantment — Aura Rune
Enchant permanent When Rune of Mortality enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
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Runeforge Champion
( 3)
Creature — Dwarf Warrior
(2/3)
When Runeforge Champion enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay rather than pay the mana cost for Rune spells you cast.
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Rune-Scarred Demon
( 7)
Creature — Demon
(6/6)
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
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Runic Armasaur
( 3)
Creature — Dinosaur
(2/5)
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
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Runo Stromkirk
( 3)
Legendary Creature — Vampire Cleric
(1/4)
Flying When Runo Stromkirk enters, put up to one target creature card from your graveyard on top of your library. At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo Stromkirk.
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Rush the Room
( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.
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Rushwood Elemental
( 5)
Creature — Elemental
(4/4)
Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.
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Rusko, Clockmaker
( 4)
Legendary Creature — — Human Artificer
(3/3)
When Rusko, Clockmaker enters the battlefield, conjure a card named Midnight Clock onto the battlefield. Whenever you cast a noncreature spell, put an hour counter on each permanent you control named Midnight Clock. Each opponent loses 1 life and you gain 1 life.
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Rust Elemental
( 4)
Artifact Creature — Elemental
(4/4)
Flying At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life.
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Rust Monster
( 3)
Creature — Beast
(2/1)
First strike Sacrifice an artifact: Rust Monster gets +2/+0 until end of turn.
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Rusting Golem
( 4)
Artifact Creature — Golem
(*/*)
Fading 5 <I>(This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> Rusting Golem's power and toughness are each equal to the number of fade counters on it.
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Rustler Rampage
( 1)
Instant
Spree (Choose one or more additional costs.) + — Untap all creatures target player controls. + — Target creature gains double strike until end of turn.
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Rustmouth Ogre
( 6)
Creature — Ogre
(5/4)
Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls.
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Rust-Shield Rampager
( 4)
Creature — Raccoon Warrior
(4/4)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) This creature can't be blocked by creatures with power 2 or less.
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Rustspore Ram
( 4)
Artifact Creature — Sheep
(1/3)
When Rustspore Ram enters, destroy target Equipment.
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Ruthless Technomancer
( 4)
Creature — Human Wizard
(2/4)
When Ruthless Technomancer enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. , Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
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Saberclaw Golem
( 5)
Artifact Creature — Golem
(4/2)
: Saberclaw Golem gains first strike until end of turn.
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Sabertooth Mauler
( 4)
Creature — Cat
(3/3)
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Sabertooth Mauler and untap it.
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Sacellum Godspeaker
( 3)
Creature — Elf Druid
(2/2)
: Reveal any number of creature cards with power 5 or greater from your hand. Add for each card revealed this way.
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Sacred Armory
( 2)
Artifact
: Target creature gets +1/+0 until end of turn.
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Sacred Mesa
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. : Create a 1/1 white Pegasus creature token with flying.
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Saddled Rimestag
( 2)
Snow Creature — Elk
(2/2)
Saddled Rimestag gets +2/+2 as long as you had another creature enter the battlefield under your control this turn.
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Sadistic Augermage
( 3)
Creature — Human Wizard
(3/1)
When Sadistic Augermage dies, each player puts a card from their hand on top of their library.
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Sadistic Sacrament
( 3)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Search target player's library for up to three cards, exile them, then that player shuffles. If this spell was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles.
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Sadistic Shell Game
( 5)
Sorcery
Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures.
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Sadistic Skymarcher
( 3)
Creature — Vampire Soldier
(2/2)
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay . Flying, lifelink
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Safana, Calimport Cutthroat
( 3)
Legendary Creature — Human Rogue
(3/2)
Menace At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
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Sage of Lat-Nam
( 2)
Creature — Human Artificer
(1/2)
, Sacrifice an artifact: Draw a card.
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Sage of Mysteries
( 1)
Creature — Human Wizard
(0/2)
Constellation — Whenever an enchantment you control enters, target player mills two cards.
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Sage of the Maze
( 3)
Creature — Elf Wizard
(1/3)
: Add two mana in any combination of colors. : Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery. Tap an untapped Gate you control: Untap Sage of the Maze.
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Sages of the Anima
( 5)
Creature — Elf Wizard
(3/4)
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Saheeli, Filigree Master
( 4)
Legendary Planeswalker — Saheeli
(3)
+1: Scry 1. You may tap an untapped artifact you control. If you do, draw a card. −2: Create two 1/1 colorless Thopter artifact creature tokens with flying. They gain haste until end of turn. −4: You get an emblem with "Artifact creatures you control get +1/+1" and "Artifact spells you cast cost less to cast."
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Saheeli, Sublime Artificer
( 3)
Legendary Planeswalker — Saheeli
(5)
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token. −2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
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Sai, Master Thopterist
( 3)
Legendary Creature — Human Artificer
(1/4)
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying. , Sacrifice two artifacts: Draw a card.
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Saiba Cryptomancer
( 2)
Creature — Moonfolk Ninja
(0/1)
Flash Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Hexproof
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Sailmonger
( 4)
Creature — Human Monger
(3/3)
: Target creature gains flying until end of turn. Any player may activate this ability.
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Sailor of Means
( 3)
Creature — Human Pirate
(1/4)
When Sailor of Means enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Saint Traft and Rem Karolus
( 3)
Legendary Creature — Spirit Human
(3/4)
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
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Sakashima of a Thousand Faces
( 4)
Legendary Creature — Human Rogue
(3/1)
You may have Sakashima of a Thousand Faces enter as a copy of another creature you control, except it has Sakashima of a Thousand Faces's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)
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