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Invasion of Dominaria
( 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 Dominaria enters, you gain 4 life and draw a card.
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Invasion of Eldraine
( 4)
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 Eldraine enters, target opponent discards two cards.
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Invasion of Ergamon
( 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 Ergamon enters, create a Treasure token. Then you may discard a card. If you do, draw a card.
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Invasion of Fiora
( 6)
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 Fiora enters, choose one or both — • Destroy all legendary creatures. • Destroy all nonlegendary creatures.
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Invasion of Gobakhan
( 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 Gobakhan enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
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Invasion of Ikoria
( 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 Ikoria enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
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Invasion of Innistrad
( 4)
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.) Flash When Invasion of Innistrad enters, target creature an opponent controls gets -13/-13 until end of turn.
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Invasion of Ixalan
( 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 Ixalan enters, look at the top five cards of your library. You may reveal a permanent 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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Invasion of Kaladesh
( 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 Kaladesh enters, create a 1/1 colorless Thopter artifact creature token with flying.
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Invasion of Kaldheim
( 4)
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 Kaldheim enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
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Invasion of Kamigawa
( 4)
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 Kamigawa enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Invasion of Karsus
( 4)
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 Karsus enters, it deals 3 damage to each creature and each planeswalker.
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Invasion of Kylem
( 4)
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 Kylem enters, up to two target creatures each get +2/+0 and gain vigilance and haste until end of turn.
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Invasion of Lorwyn
( 6)
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 Lorwyn enters, destroy target non-Elf creature an opponent controls with power X or less, where X is the number of lands you control.
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Invasion of Mercadia
( 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 Mercadia enters, you may discard a card. If you do, draw two cards.
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Invasion of Moag
( 4)
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 Moag enters, put a +1/+1 counter on each creature you control.
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Invasion of Muraganda
( 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 Muraganda enters, put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control.
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Invasion of New Capenna
( 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 New Capenna enters, you may sacrifice an artifact or creature. When you do, exile target artifact or creature an opponent controls.
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Invasion of New Phyrexia
( 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 New Phyrexia enters, create X 2/2 white and blue Knight creature tokens with vigilance.
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Invasion of Pyrulea
( 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 Pyrulea enters, scry 3, then reveal the top card of your library. If it's a land or double-faced card, draw a card.
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Invasion of Ravnica
( 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 Ravnica enters, exile target nonland permanent an opponent controls that isn't exactly two colors.
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Invasion of Regatha
( 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 Regatha enters, it deals 4 damage to another target battle or opponent and 1 damage to up to one target creature.
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Invasion of Segovia
( 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 Segovia enters, create two 1/1 blue Kraken creature tokens with trample.
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Invasion of Shandalar
( 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 Shandalar enters, return up to three target permanent cards from your graveyard to your hand.
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Invasion of Tarkir
( 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 Tarkir enters, reveal any number of Dragon cards from your hand. When you do, Invasion of Tarkir deals X plus 2 damage to any other target, where X is the number of cards revealed this way. (X can be 0.)
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Invasion of the Giants
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Draw a card. Then you may reveal a Giant card from your hand. When you do, Invasion of the Giants deals 2 damage to target opponent or planeswalker. III — The next Giant spell you cast this turn costs less to cast.
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Invasion of Theros
( 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 Theros enters, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
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Invasion of Tolvada
( 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 Tolvada enters, return target nonbattle permanent card from your graveyard to the battlefield.
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Invasion of Ulgrotha
( 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 Ulgrotha enters, it deals 3 damage to any other target and you gain 3 life.
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Invasion of Vryn
( 4)
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 Vryn enters, draw three cards, then discard a card.
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Invasion of Xerex
( 4)
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 Xerex enters, return up to one target creature to its owner's hand.
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Invasion of Zendikar
( 4)
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 Zendikar enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Invasion Plans
( 3)
Enchantment
All creatures block each combat if able. The attacking player chooses how each creature blocks each combat.
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Inventive Iteration
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Return up to one target creature or planeswalker to its owner's hand. II — Return an artifact card from your graveyard to your hand. If you can't, draw a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Inventor's Apprentice
( 1)
Creature — Human Artificer
(1/2)
Inventor's Apprentice gets +1/+1 as long as you control an artifact.
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Inventor's Axe
( 1)
Artifact — Equipment
Flash When Inventor's Axe enters, you get (two energy counters). When Inventor's Axe enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip—Pay .
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Inventors' Fair
( 0)
Legendary Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. : Add . , , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
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Inventor's Goggles
( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever an Artificer you control enters, you may attach Inventor's Goggles to it. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Inventory Management
( 2)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) For each Aura and Equipment you control, you may attach it to a creature you control.
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Inversion Behemoth
( 4)
Creature — Eldrazi
(2/9)
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
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Invert Polarity
( 3)
Instant
Choose target spell, then flip a coin. If you win the flip, gain control of that spell and you may choose new targets for it. If you lose the flip, counter that spell.
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Inverter of Truth
( 4)
Creature — Eldrazi
(6/6)
Devoid (This card has no color.) Flying When Inverter of Truth enters, exile all cards from your library face down, then shuffle all cards from your graveyard into your library.
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Investigator's Journal
( 2)
Artifact — Clue
Investigator's Journal enters with a number of suspect counters on it equal to the greatest number of creatures a player controls. , , Remove a suspect counter from Investigator's Journal: Draw a card. , Sacrifice Investigator's Journal: Draw a card.
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Invigorate
( 3)
Instant
If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life. Target creature gets +4/+4 until end of turn.
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Invigorated Rampage
( 2)
Instant
Choose one — • Target creature gets +4/+0 and gains trample until end of turn. • Two target creatures each get +2/+0 and gain trample until end of turn.
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Invigorating Boon
( 2)
Enchantment
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.
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Invigorating Falls
( 4)
Sorcery
You gain life equal to the number of creature cards in all graveyards.
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Invigorating Hot Spring
( 3)
Enchantment
Invigorating Hot Spring enters with four +1/+1 counters on it. Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.) Remove a +1/+1 counter from Invigorating Hot Spring: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
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Invigorating Surge
( 3)
Instant
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.
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Inviolability
( 2)
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt to enchanted creature.
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Invocation of Saint Traft
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat."
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Invocation of the Founders
( 0)
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.
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Invoke the Divine
( 3)
Instant
Destroy target artifact or enchantment. You gain 4 life.
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Invoke the Firemind
( 3)
Sorcery
Choose one — • Draw X cards. • Invoke the Firemind deals X damage to any target.
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Involuntary Cooldown
( 4)
Sorcery
Tap up to two target artifacts and/or creatures. Put two stun counters on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Involuntary Employment
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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Ion Storm
( 3)
Enchantment
, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to any target.
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Iona, Shield of Emeria
( 9)
Legendary Creature — Angel
(7/7)
Flying As Iona, Shield of Emeria enters, choose a color. Your opponents can't cast spells of the chosen color.
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Iona's Blessing
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has vigilance, and can block an additional creature each combat.
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Ionize
( 3)
Instant
Counter target spell. Ionize deals 2 damage to that spell's controller.
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Ior Ruin Expedition
( 2)
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on Ior Ruin Expedition. Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards.
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Ioreth of the Healing House
( 3)
Legendary Creature — Human Cleric
(1/4)
: Untap another target permanent. : Untap two other target legendary creatures.
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Iraxxa, Empress of Mars
( 4)
Legendary Creature — Alien Warrior
(5/4)
Trample Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
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Ire of Kaminari
( 4)
Instant — Arcane
Ire of Kaminari deals damage to any target equal to the number of Arcane cards in your graveyard.
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Irencrag Pyromancer
( 3)
Creature — Human Wizard
(0/4)
Whenever you draw your second card each turn, Irencrag Pyromancer deals 3 damage to any target.
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Irenicus's Vile Duplication
( 4)
Sorcery
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
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Iridescent Hornbeetle
( 5)
Creature — Insect
(3/4)
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
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Iroas, God of Victory
( 4)
Legendary Enchantment Creature — God
(7/4)
Indestructible As long as your devotion to red and white is less than seven, Iroas isn't a creature. Creatures you control have menace. Prevent all damage that would be dealt to attacking creatures you control.
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Iroas's Blessing
( 4)
Enchantment — Aura
Enchant creature you control When Iroas's Blessing enters, it deals 4 damage to target creature or planeswalker an opponent controls. Enchanted creature gets +1/+1.
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Iroas's Champion
( 3)
Creature — Human Soldier
(2/2)
Double strike (This creature deals both first-strike and regular combat damage.)
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Iron Apprentice
( 1)
Artifact Creature — Construct
(0/0)
Iron Apprentice enters with a +1/+1 counter on it. When Iron Apprentice dies, if it had counters on it, put those counters on target creature you control.
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Iron Bully
( 3)
Artifact Creature — Golem
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) When Iron Bully enters, put a +1/+1 counter on target creature.
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Iron Golem
( 4)
Artifact Creature — Golem
(5/3)
Vigilance Iron Golem attacks or blocks each combat if able.
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Iron Lance
( 2)
Artifact
, : Target creature gains first strike until end of turn.
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Iron League Steed
( 4)
Artifact Creature — Construct
(2/2)
Haste Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Iron Maiden
( 3)
Artifact
At the beginning of each opponent's upkeep, Iron Maiden deals X damage to that player, where X is the number of cards in their hand minus 4.
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Iron Mastiff
( 4)
Artifact Creature — Dog
(4/4)
Whenever Iron Mastiff attacks, roll a d20 for each player being attacked and ignore all but the highest roll. 1–9 | Iron Mastiff deals damage equal to its power to you. 10–19 | Iron Mastiff deals damage equal to its power to defending player. 20 | Iron Mastiff deals damage equal to its power to each opponent.
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Iron Myr
( 2)
Artifact Creature — Myr
(1/1)
: Add .
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Iron Star
( 1)
Artifact
Whenever a player casts a red spell, you may pay . If you do, you gain 1 life.
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Iron Verdict
( 3)
Instant
Iron Verdict deals 5 damage to target tapped creature. 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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Iron Will
( 1)
Instant
Target creature gets +0/+4 until end of turn. Cycling (, Discard this card: Draw a card.)
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Iron-Barb Hellion
( 6)
Creature — Hellion Beast
(5/4)
Haste Iron-Barb Hellion can't block.
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Ironclad Revolutionary
( 6)
Creature — Aetherborn Artificer
(4/4)
When Ironclad Revolutionary enters, you may sacrifice an artifact. If you do, put two +1/+1 counters on Ironclad Revolutionary and each opponent loses 2 life.
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Ironclad Slayer
( 3)
Creature — Human Warrior
(3/2)
When Ironclad Slayer enters, you may return target Aura or Equipment card from your graveyard to your hand.
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Ironclaw Buzzardiers
( 3)
Creature — Orc Scout
(2/2)
Ironclaw Buzzardiers can't block creatures with power 2 or greater. : Ironclaw Buzzardiers gains flying until end of turn.
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Ironclaw Curse
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -0/-1. Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.
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Ironclaw Orcs
( 2)
Creature — Orc
(2/2)
Ironclaw Orcs can't block creatures with power 2 or greater.
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Iron-Craw Crusher
( 7)
Artifact Creature — Wurm
(4/6)
Whenever Iron-Craw Crusher attacks, target attacking creature gets +X/+0 until end of turn, where X is Iron-Craw Crusher's power. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/5
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Ironfang
( 0)
Creature — Werewolf
(3/1)
First strike At the beginning of each upkeep, if a player cast two or more spells last turn, transform Ironfang.
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