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Inner-Flame Acolyte
( 3)
Creature — Elemental Shaman
(2/2)
When Inner-Flame Acolyte enters, target creature gets +2/+0 and gains haste until end of turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Innocence Kami
( 5)
Creature — Spirit
(2/3)
, : Tap target creature. Whenever you cast a Spirit or Arcane spell, untap Innocence Kami.
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Innocent Blood
( 1)
Sorcery
Each player sacrifices a creature of their choice.
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Innocent Bystander
( 2)
Creature — Goblin Citizen
(2/1)
Whenever Innocent Bystander is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Innocent Traveler
( 4)
Creature — Human
(1/3)
At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform Innocent Traveler.
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Innocuous Insect (playtest)
( 3)
Creature — — Eldrazi Insect
(2/1)
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Flash Flying When you cast this spell, draw a card.
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Innocuous Rat
( 2)
Creature — Rat
(1/1)
When Innocuous Rat dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Innocuous Researcher
( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever Innocuous Researcher attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
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Inordinate Rage
( 2)
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
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Inquisition
( 3)
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
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Inquisition of Kozilek
( 1)
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
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Inquisitor Captain
( 4)
Creature — — Human Cleric
(3/3)
Vigilance When Inquisitor Captain enters the battlefield, if there are twenty or more creature cards with mana value 3 or less among cards in your graveyard, hand, and library, seek two creature cards with mana value 3 or less. Put one of them onto the battlefield and shuffle the other into your library.
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Inquisitor Eisenhorn
( 4)
Legendary Creature — Human Inquisitor
(2/3)
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying. Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Inquisitor Exarch
( 2)
Creature — Phyrexian Cleric
(2/2)
When Inquisitor Exarch enters, choose one — • You gain 2 life. • Target opponent loses 2 life.
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Inquisitor Greyfax
( 4)
Legendary Creature — Human Inquisitor
(3/3)
Vigilance Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance. Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Inquisitorial Rosette
( 2)
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Inquisitor's Flail
( 2)
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip
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Inquisitor's Ox
( 4)
Creature — Ox
(2/5)
Delirium — Inquisitor's Ox gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
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Inquisitor's Snare
( 2)
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
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Insatiable Frugivore
( 4)
Creature — Rat Berserker
(2/4)
When Insatiable Frugivore enters, create a Food token, then you may exile three cards from your graveyard. If you do, repeat this process. , Sacrifice X Foods: Creatures you control get +X/+0 and gain menace until end of turn.
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Insatiable Gorgers
( 4)
Creature — Vampire Berserker
(5/3)
Insatiable Gorgers attacks each combat if able. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Insatiable Hemophage
( 4)
Creature — Nightmare
(3/3)
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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Inscription of Abundance
( 2)
Instant
Kicker Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
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Inscription of Insight
( 4)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
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Inscription of Ruin
( 3)
Sorcery
Kicker Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
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Inside Out
( 2)
Instant
Switch target creature's power and toughness until end of turn. Draw a card.
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Inside Source
( 3)
Creature — Human Citizen
(1/1)
When Inside Source enters, create a 2/2 white and blue Detective creature token. , : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
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Insidious Bookworms
( 1)
Creature — Worm
(1/1)
When Insidious Bookworms dies, you may pay . If you do, target player discards a card at random.
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Insidious Dreams
( 4)
Instant
As an additional cost to cast this spell, discard X cards. Search your library for X cards, then shuffle and put those cards on top in any order.
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Insidious Fungus
( 1)
Creature — Fungus
(1/2)
, Sacrifice Insidious Fungus: Choose one — • Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
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Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible Insidious Mist can't block and can't be blocked. Whenever Insidious Mist attacks and isn't blocked, you may pay . If you do, transform it.
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Insidious Roots
( 2)
Enchantment
Creature tokens you control have ": Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
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Insidious Will
( 4)
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
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Insolence
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.
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Insolent Neonate
( 1)
Creature — Vampire
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice Insolent Neonate: Draw a card.
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Inspiration from Beyond
( 3)
Sorcery
Mill three cards, then return an instant or sorcery card from your graveyard to your hand. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Inspirational Antelope (playtest)
( 2)
Creature — — Antelope
(1/3)
Legacy — Before the game starts, choose a keyword or ability word and write it below. Spells with __________ you cast cost less to cast.
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Inspired Inventor
( 3)
Creature — Human Artificer
(2/2)
When Inspired Inventor enters, choose one — • You get (three energy counters). • Put a +1/+1 counter on target creature. • Create a 1/1 colorless Servo artifact creature token.
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Inspiring Commander
( 6)
Creature — Human Soldier
(1/4)
Whenever another creature you control with power 2 or less enters, you gain 1 life and draw a card.
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Inspiring Overseer
( 3)
Creature — Angel Cleric
(2/1)
Flying When this creature enters, you gain 1 life and draw a card.
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Inspiring Roar
( 4)
Sorcery
Put a +1/+1 counter on each creature you control.
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Inspiring Unicorn
( 4)
Creature — Unicorn
(2/2)
Whenever Inspiring Unicorn attacks, creatures you control get +1/+1 until end of turn.
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Instigator Gang
( 4)
Creature — Human Werewolf
(2/3)
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
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Instill Furor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your end step, sacrifice this creature unless it attacked this turn."
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Instrument of the Bards
( 1)
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. , : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Instruments of War
( 4)
Artifact
Flash As Instruments of War enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
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Insubordination
( 2)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.
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Insufferable Syphon
( 0)
Artifact — Contraption
Whenever you crank Insufferable Syphon, target player discards a card.
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Insurrection
( 8)
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
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Intellect Devourer
( 4)
Creature — Horror
(2/4)
Devour Intellect — When Intellect Devourer enters, each opponent exiles a card from their hand until Intellect Devourer leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with Intellect Devourer. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
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Intellectual Offering
( 5)
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
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Intelligence Bobblehead
( 3)
Artifact — Bobblehead
: Add one mana of any color. , : Draw X cards, where X is the number of Bobbleheads you control.
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Intercessor's Arrest
( 3)
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
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Interdisciplinary Mascot
( 8)
Creature — Elemental Fractal
(5/5)
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.) Ward When Interdisciplinary Mascot enters, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Interplanar Beacon
( 0)
Land
Whenever you cast a planeswalker spell, you gain 1 life. : Add . , : Add two mana of different colors. Spend this mana only to cast planeswalker spells.
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Intervention Pact
( 0)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay . If you don't, you lose the game.
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Inti, Seneschal of the Sun
( 2)
Legendary Creature — Human Knight
(2/2)
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
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Intimidation
( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidation Campaign
( 3)
Enchantment
When Intimidation Campaign enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return Intimidation Campaign to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Intimidator Initiate
( 1)
Creature — Goblin Shaman
(1/1)
Whenever a player casts a red spell, you may pay . If you do, target creature can't block this turn.
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Into the Fae Court
( 5)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This creature can block only creatures with flying."
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Into the Fire
( 3)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
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Into the Flood Maw
( 1)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
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Into the Fray
( 1)
Instant — Arcane
Target creature attacks this turn if able. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Into the Maw of Hell
( 6)
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
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Into the Night
( 4)
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
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Into the North
( 2)
Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
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Into the Pit
( 3)
Enchantment
You may look at the top card of your library any time. You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs.
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Into the Story
( 7)
Instant
This spell costs less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
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Into the Time Vortex
( 5)
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.) Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Into the Void
( 4)
Sorcery
Return up to two target creatures to their owners' hands.
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Into the Wilds
( 4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
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Into Thin Air
( 6)
Instant
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Return target artifact to its owner's hand.
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Intrepid Hero
( 3)
Creature — Human Soldier
(1/1)
: Destroy target creature with power 4 or greater.
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Intrepid Outlander
( 2)
Creature — Orc Ranger
(2/3)
Reach Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
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Intrepid Paleontologist
( 2)
Creature — Human Druid
(2/2)
: Add one mana of any color. : Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with Intrepid Paleontologist. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Intrepid Provisioner
( 4)
Creature — Human Scout
(3/3)
Trample When Intrepid Provisioner enters, another target Human you control gets +2/+2 until end of turn.
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Intrepid Trufflesnout
( 2)
Creature — Boar
(3/1)
Whenever Intrepid Trufflesnout attacks alone, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Intrude on the Mind
( 5)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
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Intruding Soulrager
( 2)
Creature — Spirit
(2/2)
Vigilance , Sacrifice a Room: Intruding Soulrager deals 2 damage to each opponent. Draw a card.
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Intuition
( 3)
Instant
Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle.
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Invading Manticore
( 6)
Creature — Zombie Manticore
(4/5)
When Invading Manticore enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Invasion of Amonkhet
( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Amonkhet enters, each player mills three cards, then each opponent discards a card and you draw a card. (To mill three cards, a player puts the top three cards of their library into their graveyard.)
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Invasion of Arcavios
( 5)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Arcavios enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Invasion of Azgol
( 2)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Azgol enters, target player sacrifices a creature or planeswalker of their choice and loses 1 life.
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Invasion of Belenon
( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Belenon enters, create a 2/2 white and blue Knight creature token with vigilance.
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