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Hakbal of the Surging Soul
( 4)
Legendary Creature — Merfolk Scout
(3/3)
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal of the Surging Soul attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
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Haktos the Unscarred
( 4)
Legendary Creature — Human Warrior
(6/1)
Haktos the Unscarred attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.
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Halcyon Glaze
( 3)
Enchantment
Whenever you cast a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn.
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Half-Elf Monk
( 4)
Creature — Human Elf Monk
(1/4)
Vigilance Stunning Strike — , : Tap target creature.
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Halimar Excavator
( 2)
Creature — Human Wizard Ally
(1/3)
Whenever Halimar Excavator or another Ally you control enters, target player mills X cards, where X is the number of Allies you control.
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Hall Monitor
( 1)
Creature — Lizard Shaman
(1/1)
Haste , : Target creature can't block this turn.
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Hall of Gemstone
( 3)
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
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Hall of Mirrors (Hall of Mirrors (a))
( 0)
Artifact — Attraction
Visit — Choose target creature you control. Each other creature you control becomes a copy of that creature until end of turn, except it isn't legendary. Lights — 2, 6
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Hall of the Bandit Lord
( 0)
Legendary Land
Hall of the Bandit Lord enters tapped. , Pay 3 life: Add . If that mana is spent on a creature spell, it gains haste.
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Hall of Triumph
( 3)
Legendary Artifact
As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.
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Hallow
( 1)
Instant
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.
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Hallowed Burial
( 5)
Sorcery
Put all creatures on the bottom of their owners' libraries.
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Hallowed Fountain
( 0)
Land — Plains Island
(: Add or .) As Hallowed Fountain enters, you may pay 2 life. If you don't, it enters tapped.
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Hallowed Ground
( 2)
Enchantment
: Return target nonsnow land you control to its owner's hand.
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Hallowed Haunting
( 4)
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
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Hallowed Healer
( 3)
Creature — Human Cleric
(1/1)
: Prevent the next 2 damage that would be dealt to any target this turn. Threshold — : Prevent the next 4 damage that would be dealt to any target this turn. Activate only if seven or more cards are in your graveyard.
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Hallowed Moonlight
( 2)
Instant
Until end of turn, if a creature would enter and it wasn't cast, exile it instead. Draw a card.
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Hallowed Priest
( 2)
Creature — Human Cleric
(1/1)
Whenever you gain life, put a +1/+1 counter on Hallowed Priest.
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Hallowed Respite
( 2)
Sorcery
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Hallowed Spiritkeeper
( 3)
Creature — Avatar
(3/2)
Vigilance When Hallowed Spiritkeeper dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
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Halls of Mist
( 0)
Land
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.) Creatures that attacked during their controller's last turn can't attack.
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Halo Forager
( 3)
Creature — Faerie Rogue
(3/1)
Flying When Halo Forager enters, you may pay . When you do, you may cast target instant or sorcery card with mana value X from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
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Halo Hopper
( 3)
Artifact Creature — Frog
(3/2)
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.)
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Halo Hunter
( 5)
Creature — Demon
(6/3)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When Halo Hunter enters, destroy target Angel.
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Halo Scarab
( 2)
Artifact Creature — Insect
(2/1)
, Exile Halo Scarab from your graveyard: Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Halo-Charged Skaab
( 5)
Creature — Zombie
(4/4)
When Halo-Charged Skaab enters, each player mills two cards. Then you may put an instant, sorcery, or battle card from your graveyard on top of your library. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
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Halt Order
( 3)
Instant
Counter target artifact spell. Draw a card.
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Halvar, God of Battle
( 4)
Legendary Creature — God
(4/4)
Creatures you control that are enchanted or equipped have double strike. At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
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Halving Season (playtest)
( 5)
Enchantment
If an opponent would create one or more tokens, they create half that many of each of those kinds of tokens instead, rounded down. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
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Hamlet Glutton
( 7)
Creature — Giant
(6/6)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) This spell costs less to cast if it's bargained. Trample When Hamlet Glutton enters, you gain 3 life.
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Hamletback Goliath
( 7)
Creature — Giant Warrior
(6/6)
Whenever another creature enters, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
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Hammer Dropper
( 4)
Creature — Giant Soldier
(5/2)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
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Hammer of Nazahn
( 4)
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip
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Hammer of Purphoros
( 3)
Legendary Enchantment Artifact
Creatures you control have haste. , , Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.
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Hammer of Ruin
( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls. Equip
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Hammerfest Boomtacular
( 5)
Enchantment
Whenever you cast a spell with a Goblin Explosioneers watermark, Hammerfest Boomtacular deals 2 damage to any target.
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Hammers of Moradin
( 3)
Creature — Dwarf Cleric
(3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever Hammers of Moradin attacks, for each opponent, tap up to one target creature that player controls.
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Hamza, Guardian of Arashin
( 6)
Legendary Creature — Elephant Warrior
(5/5)
This spell costs less to cast for each creature you control with a +1/+1 counter on it. Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
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Hancock, Ghoulish Mayor
( 3)
Legendary Creature — Zombie Mutant Advisor
(2/1)
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor. 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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Hand of Cruelty
( 2)
Creature — Human Samurai
(2/2)
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Emrakul
( 9)
Creature — Eldrazi
(7/7)
You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
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Hand of Honor
( 2)
Creature — Human Samurai
(2/2)
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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Hand of Justice
( 6)
Creature — Avatar
(2/6)
, Tap three untapped white creatures you control: Destroy target creature.
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Hand of Silumgar
( 2)
Creature — Human Warrior
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Hand of the Praetors
( 4)
Creature — Phyrexian Zombie
(3/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
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Hand of Vecna
( 3)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip
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Hand to Hand
( 3)
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
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Hands of Binding
( 2)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Handy Dandy Clone Machine
( 3)
Artifact
, : Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
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Hangar Scrounger
( 3)
Creature — Dwarf Pilot
(2/1)
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.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
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Hanged Executioner
( 3)
Creature — Spirit
(1/1)
Flying When Hanged Executioner enters, create a 1/1 white Spirit creature token with flying. , Exile Hanged Executioner: Exile target creature.
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Hanna's Custody
( 3)
Enchantment
All artifacts have shroud. (They can't be the targets of spells or abilities.)
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Hans Eriksson
( 4)
Legendary Creature — Human Scout
(1/4)
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
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Hanweir Garrison
( 3)
Creature — Human Soldier
(2/3)
Whenever Hanweir Garrison attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
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Hanweir, the Writhing Township
( 0)
Legendary Creature — Eldrazi Ooze
(7/4)
Trample, haste Whenever Hanweir, the Writhing Township attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
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Hapatra, Vizier of Poisons
( 2)
Legendary Creature — Human Cleric
(2/2)
Whenever Hapatra, Vizier of Poisons deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
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Haphazard Bombardment
( 6)
Enchantment
When Haphazard Bombardment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
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Harald, King of Skemfar
( 3)
Legendary Creature — Elf Warrior
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) When Harald, King of Skemfar enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Harbin, Vanguard Aviator
( 2)
Legendary Creature — Human Soldier
(3/2)
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
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Harbinger of Night
( 4)
Creature — Spirit
(2/3)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
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Harbinger of Spring
( 5)
Creature — Spirit
(2/1)
Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
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Harbinger of the Hunt
( 5)
Creature — Dragon
(5/3)
Flying : Harbinger of the Hunt deals 1 damage to each creature without flying. : Harbinger of the Hunt deals 1 damage to each other creature with flying.
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Harbinger of the Tides
( 2)
Creature — Merfolk Wizard
(2/2)
You may cast this card as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
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Harbor Bandit
( 3)
Creature — Human Rogue
(2/2)
Harbor Bandit gets +1/+1 as long as you control an Island. : Harbor Bandit can't be blocked this turn.
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Harbor Guardian
( 4)
Creature — Gargoyle
(3/4)
Reach (This creature can block creatures with flying.) Whenever Harbor Guardian attacks, defending player may draw a card.
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Harbor Serpent
( 6)
Creature — Serpent
(5/5)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Harbor Serpent can't attack unless there are five or more Islands on the battlefield.
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Hard Cover
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has ": Draw a card, then discard a card."
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Hardened Escort
( 3)
Creature — Human Soldier
(2/4)
Whenever Hardened Escort attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Hard-Hitting Question
( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
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Hardy Outlander
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
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Pollen-Shield Hare (Hare Raising)
( 1)
Sorcery — Adventure
Target creature you control gains vigilance and gets +X/+X until end of turn, where X is the number of creatures you control.
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Harmless Offering
( 3)
Sorcery
Target opponent gains control of target permanent you control.
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Harmonic Prodigy
( 2)
Creature — Human Wizard
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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Harmonic Sliver
( 3)
Creature — Sliver
(1/1)
All Slivers have "When this permanent enters, destroy target artifact or enchantment."
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Harmonious Archon
( 6)
Creature — Archon
(4/5)
Flying Non-Archon creatures have base power and toughness 3/3. When Harmonious Archon enters, create two 1/1 white Human creature tokens.
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Harmonious Emergence
( 4)
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice Harmonious Emergence and that land gains indestructible until end of turn.
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Harmony of Nature
( 3)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Harness by Force
( 3)
Sorcery
Strive — This spell costs more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
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Harness the Storm
( 3)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
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Harnessed Snubhorn
( 4)
Creature — Dinosaur
(2/5)
Vigilance Whenever Harnessed Snubhorn deals combat damage to a player, return target artifact or enchantment card from your graveyard to the battlefield.
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Harnesser of Storms
( 3)
Creature — Otter Wizard
(1/4)
Whenever you cast a noncreature or Otter spell, you may exile the top card of your library. Until end of turn, you may play that card. This ability triggers only once each turn.
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Harnfel, Horn of Bounty
( 5)
Legendary Artifact
Discard a card: Exile the top two cards of your library. You may play those cards this turn.
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Harold and Bob, First Numens
( 3)
Legendary Creature — Treefolk Mutant
(3/3)
Vigilance, reach When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ‘: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
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Harpoon Sniper
( 3)
Creature — Merfolk Archer
(2/2)
, : Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
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Harried Dronesmith
( 4)
Creature — Human Artificer
(2/3)
At the beginning of combat on your turn, create a 1/1 colorless Thopter artifact creature token with flying. It gains haste until end of turn. Sacrifice it at the beginning of your next end step.
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