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False Prophet
( 4)
Creature — Human Cleric
(2/2)
When False Prophet dies, exile all creatures.
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Famished Paladin
( 2)
Creature — Vampire Knight
(3/3)
Famished Paladin doesn't untap during your untap step. Whenever you gain life, untap Famished Paladin.
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Fang of the Pack
( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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Fangorn, Tree Shepherd
( 7)
Legendary Creature — Treefolk
(4/10)
Treefolk you control have vigilance. Whenever one or more Treefolk you control attack, add twice that much . You don't lose unspent green mana as steps and phases end.
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Fangren Pathcutter
( 6)
Creature — Beast
(4/6)
Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn.
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Faramir, Prince of Ithilien
( 4)
Legendary Creature — Human Noble
(3/3)
At the beginning of your end step, choose an opponent. At the beginning of that player's next end step, you draw a card if they didn't attack you that turn. Otherwise, create three 1/1 white Human Soldier creature tokens.
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Farbog Explorer
( 3)
Creature — Human Scout
(2/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Farid, Enterprising Salvager
( 3)
Legendary Creature — Human Soldier
(3/3)
Whenever a nontoken artifact you control is put into a graveyard from the battlefield, create a colorless artifact token named Scrap. , Sacrifice an artifact: Choose one — • Put a +1/+1 counter on Farid. It gains menace until end of turn. • Goad target creature. • Discard a card, then draw a card.
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Farsight Adept
( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters, you and target opponent each draw a card.
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Fatal Push
( 1)
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent you controlled left the battlefield this turn.
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Fatespinner
( 3)
Creature — Human Wizard
(1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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Fathom Fleet Captain
( 2)
Creature — Human Pirate
(2/1)
Menace Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.
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Favored Hoplite
( 1)
Creature — Human Soldier
(1/2)
Heroic — Whenever you cast a spell that targets Favored Hoplite, put a +1/+1 counter on Favored Hoplite and prevent all damage that would be dealt to it this turn.
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Fblthp, Lost on the Range
( 3)
Legendary Creature — Homunculus
(1/1)
Ward You may look at the top card of your library any time. The top card of your library has plot. The plot cost is equal to its mana cost. You may plot nonland cards from the top of your library.
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Fblthp, the Lost
( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp, the Lost enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
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Fear of Exposure
( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Impostors
( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When Fear of Impostors enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Sleep Paralysis
( 6)
Enchantment Creature — Nightmare
(6/6)
Flying Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
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Fearless Pup
( 1)
Creature — Wolf
(1/1)
First strike Boast — : Fearless Pup gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Fearsome Temper
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has ": Target creature can't block this creature this turn."
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Fearsome Whelp
( 2)
Creature — — Dragon
(1/1)
Flying At the beginning of your end step, each Dragon card in your hand perpetually gains "This spell costs less to cast."
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Feed the Pack
( 6)
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
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Felhide Petrifier
( 3)
Creature — Minotaur Warrior
(2/3)
Deathtouch Other Minotaur creatures you control have deathtouch.
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Felhide Spiritbinder
( 4)
Creature — Minotaur Shaman
(3/4)
Inspired — Whenever Felhide Spiritbinder becomes untapped, you may pay . If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
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Fell Flagship
( 3)
Artifact — Vehicle
(3/3)
Pirates you control get +1/+0. Whenever Fell Flagship deals combat damage to a player, that player discards a card. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Fell Shepherd
( 7)
Creature — Avatar
(8/6)
Whenever Fell Shepherd deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. , Sacrifice another creature: Target creature gets -2/-2 until end of turn.
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Fell Specter
( 4)
Creature — Specter
(1/3)
Flying When Fell Specter enters, target opponent discards a card. Whenever an opponent discards a card, that player loses 2 life.
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Fell the Pheasant
( 2)
Instant
Fell the Pheasant deals 5 damage to target creature with flying. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Fendeep Summoner
( 5)
Creature — Treefolk Shaman
(3/5)
: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
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Feral Prowler
( 2)
Creature — Cat
(1/3)
When Feral Prowler dies, draw a card.
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Ferocious Pup
( 3)
Creature — Wolf
(0/1)
When Ferocious Pup enters, create a 2/2 green Wolf creature token.
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Ferropede
( 3)
Artifact Creature — Insect
(1/1)
Ferropede can't be blocked. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent.
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Beanstalk Giant (Fertile Footsteps)
( 3)
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
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Fervent Champion
( 1)
Creature — Human Knight
(1/1)
First strike, haste Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target Fervent Champion cost less to activate.
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Fervent Paincaster
( 3)
Creature — Human Wizard
(3/1)
: Fervent Paincaster deals 1 damage to target player or planeswalker. , Exert Fervent Paincaster: It deals 1 damage to target creature. (An exerted creature won't untap during your next untap step.)
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Festercreep
( 2)
Creature — Elemental
(0/0)
Festercreep enters with a +1/+1 counter on it. , Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
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Fetching Garden (playtest)
( 0)
Land — — Forest Plains
(: Add or .) Fetching Garden enters the battlefield tapped if it was played from your hand.
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Fetid Imp
( 2)
Creature — Imp
(1/2)
Flying : Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Fevered Suspicion
( 8)
Sorcery
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. 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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Field Trip
( 3)
Sorcery
Search your library for a basic Forest card, put that card onto the battlefield tapped, then shuffle. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Fieldmist Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Fieldmist Borderpost enters tapped. : Add or .
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Field-Tested Frying Pan
( 3)
Artifact — Equipment
When Field-Tested Frying Pan enters, create a Food token, then create a 1/1 white Halfling creature token and attach Field-Tested Frying Pan to it. Equipped creature has "Whenever you gain life, this creature gets +X/+X until end of turn, where X is the amount of life you gained." Equip
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Fiendish Panda
( 4)
Creature — Bear Demon
(3/2)
Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, return another target non-Bear creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
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Fiendslayer Paladin
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control.
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Fierce Empath
( 3)
Creature — Elf
(1/1)
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
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Fierce Guardianship
( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.
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Fiery Emancipation
( 6)
Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
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Fiery Impulse
( 1)
Instant
Fiery Impulse deals 2 damage to target creature. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage instead.
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Fiery Inscription
( 3)
Enchantment
When Fiery Inscription enters, the Ring tempts you. Whenever you cast an instant or sorcery spell, Fiery Inscription deals 2 damage to each opponent.
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Fiery Temper
( 3)
Instant
Fiery Temper deals 3 damage to any target. 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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Prepare // Fight (Fight)
( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature you control fights target creature an opponent controls.
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Final Parting
( 5)
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
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Final Payment
( 2)
Instant
As an additional cost to cast this spell, pay 5 life or sacrifice a creature or enchantment. Destroy target creature.
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Final Punishment
( 5)
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
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Finale of Promise
( 2)
Sorcery
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
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Final-Word Phantom
( 3)
Creature — Spirit Detective
(1/4)
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
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Find the Path
( 3)
Enchantment — Aura
Enchant land When Find the Path enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has ": Add ."
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Finders, Keepers
( 6)
Sorcery
Destroy target creature, then assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Fire Imp
( 3)
Creature — Imp
(2/1)
When Fire Imp enters, it deals 2 damage to target creature.
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Fire Prophecy
( 2)
Instant
Fire Prophecy deals 3 damage to target creature. You may put a card from your hand on the bottom of your library. If you do, draw a card.
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Fire Shrine Keeper
( 1)
Creature — Elemental
(1/1)
Menace , , Sacrifice Fire Shrine Keeper: It deals 3 damage to each of up to two target creatures.
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Fire Tempest
( 7)
Sorcery
Fire Tempest deals 6 damage to each creature and each player.
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Fire Whip
( 2)
Enchantment — Aura
Enchant creature you control Enchanted creature has ": This creature deals 1 damage to any target." Sacrifice Fire Whip: Fire Whip deals 1 damage to any target.
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Firefist Adept
( 5)
Creature — Human Wizard
(3/3)
When Firefist Adept enters, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
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Fireforger's Puzzleknot
( 2)
Artifact
When Fireforger's Puzzleknot enters, it deals 1 damage to any target. , Sacrifice Fireforger's Puzzleknot: It deals 1 damage to any target.
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Firesong and Sunspeaker
( 6)
Legendary Creature — Minotaur Cleric
(4/6)
Red instant and sorcery spells you control have lifelink. Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player.
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Firespitter Whelp
( 3)
Creature — Dragon
(2/2)
Flying Whenever you cast a noncreature or Dragon spell, Firespitter Whelp deals 1 damage to each opponent.
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Firestorm Phoenix
( 6)
Creature — Phoenix
(3/2)
Flying If Firestorm Phoenix would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
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Firewild Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Firewild Borderpost enters tapped. : Add or .
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First Pick
( 4)
Instant
Destroy target artifact or enchantment. Assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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First Responder
( 4)
Creature — Ogre Citizen
(3/3)
Vigilance At the beginning of your end step, you may return another creature you control to its owner's hand, then put a number of +1/+1 counters equal to that creature's power on First Responder.
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First Response
( 4)
Enchantment
At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
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Fishing Pole
( 1)
Artifact — Equipment
Equipped creature has ", , Tap Fishing Pole: Put a bait counter on Fishing Pole." Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Flame Spill
( 3)
Instant
Flame Spill deals 4 damage to target creature. Excess damage is dealt to that creature's controller instead.
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Flame Spirit
( 5)
Creature — Elemental Spirit
(2/3)
: Flame Spirit gets +1/+0 until end of turn.
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Flame Sweep
( 3)
Instant
Flame Sweep deals 2 damage to each creature except for creatures you control with flying.
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Flameblade Adept
( 1)
Creature — Jackal Warrior
(1/2)
Menace Whenever you cycle or discard a card, Flameblade Adept gets +1/+0 until end of turn.
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Flamekin Spitfire
( 2)
Creature — Elemental Shaman
(1/1)
: Flamekin Spitfire deals 1 damage to any target.
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Flamespeaker Adept
( 3)
Creature — Human Shaman
(2/3)
Whenever you scry, Flamespeaker Adept gets +2/+0 and gains first strike until end of turn.
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Flamespeaker's Will
( 1)
Enchantment — Aura
Enchant creature you control Enchanted creature gets +1/+1. Whenever enchanted creature deals combat damage to a player, you may sacrifice Flamespeaker's Will. If you do, destroy target artifact.
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Flamewake Phoenix
( 3)
Creature — Phoenix
(2/2)
Flying, haste This creature attacks each combat if able. At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay . If you do, return this card from your graveyard to the battlefield.
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Flamewar, Streetwise Operative
( 0)
Legendary Artifact — Vehicle
(2/1)
Living metal (During your turn, this Vehicle is also a creature.) Menace, deathtouch Whenever Flamewar deals combat damage to a player, exile that many cards from the top of your library face down. Put an intel counter on each of them. Convert Flamewar.
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Flame-Wreathed Phoenix
( 4)
Creature — Phoenix
(3/3)
Flying Tribute 2 (As this creature enters, an opponent of your choice may put two +1/+1 counters on it.) When Flame-Wreathed Phoenix enters, if tribute wasn't paid, it gains haste and "When this creature dies, return it to its owner's hand."
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Flanking Troops
( 4)
Creature — Human Soldier
(2/2)
Whenever Flanking Troops attacks, you may tap target creature.
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Flare of Duplication
( 3)
Instant
You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.
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