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Cosmic Hunger
( 2)
Instant
Target creature you control deals damage equal to its power to another target creature, planeswalker, or battle.
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Cosmic Intervention
( 4)
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. 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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Cosmic Larva
( 3)
Creature — Beast
(7/6)
Trample At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands.
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Cosmic Rebirth
( 3)
Instant
Choose target permanent card in your graveyard. If it has mana value 3 or less, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand. You gain 3 life.
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Cosmium Blast
( 2)
Instant
Cosmium Blast deals 4 damage to target attacking or blocking creature.
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Cosmium Confluence
( 5)
Sorcery
Choose three. You may choose the same mode more than once. • Search your library for a Cave card, put it onto the battlefield tapped, then shuffle. • Put three +1/+1 counters on a Cave you control. It becomes a 0/0 Elemental creature with haste. It's still a land. • Destroy target enchantment.
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Cosmium Kiln
( 0)
Artifact
When Cosmium Kiln enters, create two 1/1 colorless Gnome artifact creature tokens. Creatures you control get +1/+1.
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Cosmos Charger
( 4)
Creature — Horse Spirit
(3/3)
Flash Flying Foretelling cards from your hand costs less and can be done on any player's turn. 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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Cosmos Elixir
( 4)
Artifact
At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life.
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Cosmotronic Wave
( 4)
Sorcery
Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
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Costly Plunder
( 2)
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards.
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Council Guardian
( 6)
Creature — Giant Soldier
(5/5)
Will of the council — When Council Guardian enters, starting with you, each player votes for blue, black, red, or green. Council Guardian gains protection from each color with the most votes or tied for most votes.
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Council of Advisors
( 3)
Creature — Human Advisor
(1/1)
When Council of Advisors enters, draw a card.
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Council of Echoes
( 6)
Creature — Spirit Advisor
(4/4)
Flying Descend 4 — When Council of Echoes enters, if there are four or more permanent cards in your graveyard, return up to one target nonland permanent other than Council of Echoes to its owner's hand.
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Council of the Absolute
( 4)
Creature — Human Advisor
(2/4)
As Council of the Absolute enters, choose a noncreature, nonland card name. Your opponents can't cast spells with the chosen name. Spells with the chosen name you cast cost less to cast.
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Council's Deliberation
( 2)
Instant
Draw a card. Whenever you scry, if you control an Island, you may exile Council's Deliberation from your graveyard. If you do, draw a card.
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Council's Judgment
( 3)
Sorcery
Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
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Counterbalance
( 2)
Enchantment
Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same mana value as the revealed card.
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Counterbore
( 5)
Instant
Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and exile them. Then that player shuffles.
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Counterflux
( 3)
Instant
This spell can't be countered. Counter target spell you don't control. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Counterlash
( 6)
Instant
Counter target spell. You may cast a spell that shares a card type with it from your hand without paying its mana cost.
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Countermand
( 4)
Instant
Counter target spell. Its controller mills four cards.
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Counterpoint
( 5)
Instant
Counter target spell. You may cast a creature, instant, sorcery, or planeswalker spell from your graveyard with mana value less than or equal to that spell's mana value without paying its mana cost.
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Countersquall
( 2)
Instant
Counter target noncreature spell. Its controller loses 2 life.
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Countervailing Winds
( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard. Cycling (, Discard this card: Draw a card.)
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Countless Gears Renegade
( 2)
Creature — Dwarf Artificer
(2/2)
Revolt — When Countless Gears Renegade enters, if a permanent you controlled left the battlefield this turn, create a 1/1 colorless Servo artifact creature token.
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Countryside Crusher
( 3)
Creature — Giant Warrior
(3/3)
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process. Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.
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Courage in Crisis
( 3)
Sorcery
Put a +1/+1 counter on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Courageous Goblin
( 2)
Creature — Goblin
(2/2)
Whenever this creature attacks while you control a creature with power 4 or greater, this creature gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Courageous Outrider
( 4)
Creature — Human Scout
(3/4)
When Courageous Outrider enters, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Courageous Resolve
( 3)
Instant
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.) Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
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Courier Bat
( 3)
Creature — Bat
(2/2)
Flying When Courier Bat enters, if you gained life this turn, return up to one target creature card from your graveyard to your hand.
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Courier Griffin
( 4)
Creature — Griffin
(2/3)
Flying When Courier Griffin enters, you gain 2 life.
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Courser of Kruphix
( 3)
Enchantment Creature — Centaur
(2/4)
Play with the top card of your library revealed. You may play lands from the top of your library. Landfall — Whenever a land you control enters, you gain 1 life.
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Coursers' Accord
( 6)
Sorcery
Create a 3/3 green Centaur creature token, then populate. (Create a token that's a copy of a creature token you control.)
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Court Archers
( 3)
Creature — Human Archer
(1/3)
Reach (This creature can block creatures with flying.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Court Cleric
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Court Cleric gets +1/+1 as long as you control an Ajani planeswalker.
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Court Homunculus
( 1)
Artifact Creature — Homunculus
(1/1)
Court Homunculus gets +1/+1 as long as you control another artifact.
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Court Hussar
( 3)
Creature — Vedalken Knight
(1/3)
Vigilance When Court Hussar enters, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order. When Court Hussar enters, sacrifice it unless was spent to cast it.
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Court of Ambition
( 4)
Enchantment
When Court of Ambition enters, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
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Court of Ardenvale
( 4)
Enchantment
When Court of Ardenvale enters, you become the monarch. At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
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Court of Bounty
( 4)
Enchantment
When Court of Bounty enters, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
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Court of Cunning
( 3)
Enchantment
When Court of Cunning enters, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
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Court of Embereth
( 4)
Enchantment
When Court of Embereth enters, you become the monarch. At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, Court of Embereth deals X damage to each opponent, where X is the number of creatures you control.
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Court of Garenbrig
( 3)
Enchantment
When Court of Garenbrig enters, you become the monarch. At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
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Court of Grace
( 4)
Enchantment
When Court of Grace enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
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Court of Ire
( 5)
Enchantment
When Court of Ire enters, you become the monarch. At the beginning of your upkeep, Court of Ire deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
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Court of Locthwain
( 4)
Enchantment
When Court of Locthwain enters, you become the monarch. At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with Court of Locthwain without paying its mana cost.
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Court of Vantress
( 4)
Enchantment
When Court of Vantress enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have Court of Vantress become a copy of it, except it has this ability.
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Court Street Denizen
( 3)
Creature — Human Soldier
(2/2)
Whenever another white creature you control enters, tap target creature an opponent controls.
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Courtly Provocateur
( 3)
Creature — Human Wizard
(1/1)
: Target creature attacks this turn if able. : Target creature blocks this turn if able.
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Covenant of Blood
( 7)
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.) Covenant of Blood deals 4 damage to any target and you gain 4 life.
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Covenant of Minds
( 5)
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
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Cover of Darkness
( 2)
Enchantment
As Cover of Darkness enters, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Cover of Winter
( 3)
Snow Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it. can be paid with one mana from a snow source.) If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter. : Put an age counter on Cover of Winter.
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Cover the Spot (Cover the Spot (a))
( 0)
Artifact — Attraction
Visit — Drop three cards you own from outside the game one at a time onto the playing area from a height of at least one foot (about 0.3 meters). If those cards completely cover Cover the Spot, claim the prize Prize — You get , then you may put a sticker on a nonland permanent you own. Sacrifice Cover the Spot, then open an Attraction. Lights — 2, 3, 4, 6
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Cover the Spot (Cover the Spot (b))
( 0)
Artifact — Attraction
Visit — Drop three cards you own from outside the game one at a time onto the playing area from a height of at least one foot (about 0.3 meters). If those cards completely cover Cover the Spot, claim the prize Prize — You get , then you may put a sticker on a nonland permanent you own. Sacrifice Cover the Spot, then open an Attraction. Lights — 2, 3, 5, 6
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Cover the Spot (Cover the Spot (c))
( 0)
Artifact — Attraction
Visit — Drop three cards you own from outside the game one at a time onto the playing area from a height of at least one foot (about 0.3 meters). If those cards completely cover Cover the Spot, claim the prize Prize — You get , then you may put a sticker on a nonland permanent you own. Sacrifice Cover the Spot, then open an Attraction. Lights — 2, 4, 5, 6
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Cover the Spot (Cover the Spot (d))
( 0)
Artifact — Attraction
Visit — Drop three cards you own from outside the game one at a time onto the playing area from a height of at least one foot (about 0.3 meters). If those cards completely cover Cover the Spot, claim the prize Prize — You get , then you may put a sticker on a nonland permanent you own. Sacrifice Cover the Spot, then open an Attraction. Lights — 3, 4, 5, 6
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Covert Cutpurse
( 3)
Creature — Human Rogue
(2/1)
When Covert Cutpurse enters, destroy target creature you don't control that was dealt damage this turn. Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Covert Operative
( 5)
Creature — Human Wizard
(3/2)
Covert Operative can't be blocked.
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Coveted Falcon
( 3)
Artifact Creature — Bird
(1/4)
Flying Whenever Coveted Falcon attacks, gain control of target permanent you own but don't control. Disguise When Coveted Falcon is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
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Coveted Jewel
( 6)
Artifact
When Coveted Jewel enters, draw three cards. : Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of Coveted Jewel. Untap it.
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Coveted Peacock
( 5)
Creature — Bird
(3/4)
Flying Whenever Coveted Peacock attacks, you may goad target creature defending player controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Coveted Prize
( 5)
Sorcery
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
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Covetous Castaway
( 2)
Creature — Human
(1/3)
When Covetous Castaway dies, mill three cards. (Put the top three cards of your library into your graveyard.) Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Covetous Dragon
( 5)
Creature — Dragon
(6/5)
Flying When you control no artifacts, sacrifice Covetous Dragon.
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Covetous Elegy
( 6)
Sorcery
Each player chooses up to two creatures they control, then sacrifices the rest. Then you create a tapped Treasure token for each creature your opponents control.
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Covetous Geist
( 0)
Creature — Spirit Rogue
(2/2)
Flying, deathtouch If Covetous Geist would be put into a graveyard from anywhere, exile it instead.
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Covetous Urge
( 4)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
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Coward // Killer (Coward)
( 2)
Sorcery
Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel.
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Cowardice
( 5)
Enchantment
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)
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Cowed by Wisdom
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block unless its controller pays for each card in your hand.
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Cower in Fear
( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn.
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Crabapple Cohort
( 5)
Creature — Treefolk Warrior
(4/4)
Crabapple Cohort gets +1/+1 as long as you control another green creature.
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Crabomination
( 6)
Creature — Crab Demon
(5/5)
Emerge from artifact (You may cast this spell by sacrificing an artifact and paying the emerge cost reduced by that artifact's mana value.) When Crabomination enters, target opponent exiles the top card of their library, a card at random from their graveyard, and a card at random from their hand. You may cast a spell from among cards exiled this way without paying its mana cost.
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Crack Open
( 3)
Sorcery
Destroy target artifact or enchantment. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Crackdown
( 3)
Enchantment
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.
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Crackdown Construct
( 4)
Artifact Creature — Construct
(2/2)
Whenever you activate an ability of an artifact or creature that isn't a mana ability, Crackdown Construct gets +1/+1 until end of turn.
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Crackling Cyclops
( 3)
Creature — Cyclops Wizard
(0/4)
Whenever you cast a noncreature spell, this creature gets +3/+0 until end of turn.
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Crackling Doom
( 3)
Instant
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
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Crackling Triton
( 3)
Creature — Merfolk Wizard
(2/3)
, Sacrifice Crackling Triton: It deals 2 damage to any target.
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Cradle of Safety
( 2)
Enchantment — Aura
Flash Enchant creature you control When Cradle of Safety enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
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