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Busted!
( 2)
Instant
Counter target spell unless its controller pays , where X is the number of words in the name with the most words among permanents you control.
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Hustle // Bustle (Bustle)
( 6)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. You may turn a creature you control face up.
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Butch DeLoria, Tunnel Snake
( 2)
Legendary Creature — Human Rogue
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Tunnel Snakes Rule — Whenever Butch DeLoria, Tunnel Snake attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control. : Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
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Butcher's Cleaver
( 3)
Artifact — Equipment
Equipped creature gets +3/+0. As long as equipped creature is a Human, it has lifelink. Equip
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Butcher's Glee
( 3)
Instant
Target creature gets +3/+0 and gains lifelink until end of turn. Regenerate it. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
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Buy Your Silence
( 5)
Sorcery
Exile target nonland permanent. Its controller creates a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Bygone Bishop
( 3)
Creature — Spirit Cleric
(2/3)
Flying Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Bygone Marvels
( 2)
Sorcery
Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies. Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.
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Cabal Shrine
( 3)
Enchantment
Whenever a player casts a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.
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Cabal Slaver
( 3)
Creature — Human Cleric
(2/1)
Whenever a Goblin deals combat damage to a player, that player discards a card.
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Cabal Therapist
( 1)
Creature — Horror
(1/1)
Menace At the beginning of your first main phase, you may sacrifice a creature. When you do, choose a nonland card name, then target player reveals their hand and discards all cards with that name.
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Cabaretti Ascendancy
( 3)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a creature or planeswalker card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it on the bottom of your library.
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Cabaretti Revels
( 3)
Enchantment
Whenever you cast a creature spell, seek a creature card with lesser mana value, then put it onto the battlefield.
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Cache Raiders
( 5)
Creature — Merfolk Rogue
(4/4)
At the beginning of your upkeep, return a permanent you control to its owner's hand.
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Cached Defenses
( 3)
Sorcery
Bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.)
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Cackling Flames
( 4)
Instant
Cackling Flames deals 3 damage to any target. Hellbent — Cackling Flames deals 5 damage instead if you have no cards in hand.
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Cackling Slasher
( 4)
Creature — Human Assassin
(3/3)
Deathtouch Cackling Slasher enters with a +1/+1 counter on it if a creature died this turn.
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Cacophony Scamp
( 1)
Creature — Phyrexian Goblin Warrior
(1/1)
Whenever Cacophony Scamp deals combat damage to a player, you may sacrifice it. If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) When Cacophony Scamp dies, it deals damage equal to its power to any target.
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Cacophony Unleashed
( 7)
Enchantment
When Cacophony Unleashed enters, if you cast it, destroy all nonenchantment creatures. Whenever Cacophony Unleashed or another enchantment you control enters, until end of turn, Cacophony Unleashed becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.
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Cactus Preserve
( 0)
Land — Desert
Cactus Preserve enters tapped. : Add one mana of any type that a land you control could produce. : Until end of turn, Cactus Preserve becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
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Cactusfolk Sureshot
( 4)
Creature — Plant Mercenary
(4/4)
Reach Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
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Cadaverous Knight
( 3)
Creature — Zombie Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Regenerate Cadaverous Knight.
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Cadira, Caller of the Small
( 3)
Legendary Creature — Orc Ranger
(3/3)
Trample Whenever Cadira, Caller of the Small deals combat damage to a player, for each token you control, create a 1/1 white Rabbit creature token.
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Cadric, Soul Kindler
( 4)
Legendary Creature — Dwarf Wizard
(4/3)
The "legend rule" doesn't apply to tokens you control. Whenever another nontoken legendary permanent you control enters, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
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Caduceus, Staff of Hermes
( 3)
Legendary Artifact — Equipment
Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip
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Caesar, Legion's Emperor
( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever you attack, you may sacrifice another creature. When you do, choose two — • Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking. • You draw a card and you lose 1 life. • Caesar, Legion's Emperor deals damage equal to the number of creature tokens you control to target opponent.
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Caetus, Sea Tyrant of Segovia
( 0)
Legendary Creature — Serpent
(3/3)
Noncreature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a noncreature spell pays for or one mana of that creature's color.) At the beginning of your end step, untap up to four target creatures.
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Cage of Hands
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. : Return Cage of Hands to its owner's hand.
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Caged Sun
( 6)
Artifact
As Caged Sun enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
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Calamitous Cave-In
( 4)
Sorcery
Calamitous Cave-In deals X damage to each creature and each planeswalker, where X is the number of Caves you control plus the number of Cave cards in your graveyard.
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Calamitous Tide
( 6)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
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Calamity of Cinders
( 7)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Calamity of Cinders deals 6 damage to each untapped creature.
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Calamity of the Titans
( 6)
Sorcery
As an additional cost to cast this spell, reveal a colorless creature card from your hand. Exile each creature and planeswalker with mana value less than the revealed card's mana value.
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Calamity's Wake
( 2)
Instant
Exile all graveyards. Players can't cast noncreature spells this turn. Exile Calamity's Wake.
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Calcite Snapper
( 3)
Creature — Turtle
(1/4)
Shroud (This creature can't be the target of spells or abilities.) Landfall — Whenever a land you control enters, you may switch Calcite Snapper's power and toughness until end of turn.
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Calculated Dismissal
( 3)
Instant
Counter target spell unless its controller pays . Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Caldaia Strongarm
( 5)
Creature — Human Warrior
(2/3)
When Caldaia Strongarm enters, put two +1/+1 counters on target creature. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Calibrated Blast
( 3)
Instant
Reveal cards from the top of your library until you reveal a nonland card. Put the revealed cards on the bottom of your library in a random order. When you reveal a nonland card this way, Calibrated Blast deals damage equal to that card's mana value to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Calix, Destiny's Hand
( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Call a Surprise Witness
( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
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Call Forth the Tempest
( 8)
Sorcery
Cascade, 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 of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
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Call from the Grave (playtest)
( 3)
Sorcery
Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost.
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Call In a Professional
( 3)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
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Call the Coppercoats
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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Call the Scions
( 3)
Sorcery
Devoid (This card has no color.) Create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this creature: Add ."
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Call the Skybreaker
( 7)
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Call to Arms
( 2)
Enchantment
As Call to Arms enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
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Call to Serve
( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Feast
( 4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
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Callaphe, Beloved of the Sea
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Callidus Assassin
( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have Callidus Assassin enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
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Callous Bloodmage
( 3)
Creature — Vampire Warlock
(2/1)
When Callous Bloodmage enters, choose one — • Create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life." • You draw a card and you lose 1 life. • Exile target player's graveyard.
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Callous Deceiver
( 3)
Creature — Spirit
(1/3)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate only once each turn.
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Callous Dismissal
( 2)
Sorcery
Return target nonland permanent to its owner's hand. Amass Zombies 1. (Put a +1/+1 counter 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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Callous Giant
( 6)
Creature — Giant
(4/4)
If a source would deal 3 or less damage to Callous Giant, prevent that damage.
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Callous Oppressor
( 3)
Creature — Octopus
(1/2)
You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor enters, an opponent chooses a creature type. : Gain control of target creature that isn't of the chosen type for as long as Callous Oppressor remains tapped.
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Callous Sell-Sword
( 2)
Creature — Human Soldier
(2/2)
Callous Sell-Sword enters with a +1/+1 counter on it for each creature that died under your control this turn.
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Callow Jushi
( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.
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Calming Verse
( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Caltrops
( 3)
Artifact
Whenever a creature attacks, Caltrops deals 1 damage to it.
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Camellia, the Seedmiser
( 3)
Legendary Creature — Squirrel Warlock
(3/3)
Menace Other Squirrels you control have menace. Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token. , Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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Campus Guide
( 2)
Artifact Creature — Golem
(2/1)
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Campus Renovation
( 5)
Sorcery
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Candlekeep Sage
( 3)
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
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Candles' Glow
( 2)
Instant — Arcane
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way. 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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Candles of Leng
( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Candlestick
( 1)
Artifact — Clue Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Sacrifice Candlestick: Draw a card. Equip
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Canoptek Scarab Swarm
( 4)
Artifact Creature — Insect
(1/1)
Flying Feeder Mandibles — When Canoptek Scarab Swarm enters, exile target player's graveyard. For each artifact or land card exiled this way, create a 1/1 colorless Insect artifact creature token with flying.
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Canoptek Spyder
( 5)
Artifact Creature — Spider
(4/4)
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
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Canoptek Tomb Sentinel
( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When Canoptek Tomb Sentinel enters from a graveyard, exile up to one target nonland permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Canopy Claws
( 1)
Instant
Target creature loses flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Canopy Spider
( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Canopy Stalker
( 4)
Creature — Cat
(4/2)
Canopy Stalker must be blocked if able. When Canopy Stalker dies, you gain 1 life for each creature that died this turn.
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Canopy Surge
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
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Canopy Vista
( 0)
Land — Forest Plains
(: Add or .) Canopy Vista enters tapped unless you control two or more basic lands.
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Can't Quite Recall (playtest)
( 1)
Instant
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.) Target player draws three cards.
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Can't Stay Away
( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "If this creature would die, exile it instead." Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Caparocti Sunborn
( 4)
Legendary Creature — Human Soldier
(4/4)
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Capashen Knight
( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.) : Capashen Knight gets +1/+0 until end of turn.
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Capashen Standard
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. , Sacrifice Capashen Standard: Draw a card.
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Capashen Templar
( 3)
Creature — Human Knight
(2/2)
: Capashen Templar gets +0/+1 until end of turn.
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Capenna Express
( 4)
Artifact — Vehicle
(6/6)
Sacrifice a Treasure: Capenna Express becomes an artifact creature until end of turn. 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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capital offense
( 4)
instant
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
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Capital Punishment
( 6)
Sorcery
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature of their choice for each death vote and discards a card for each taxes vote.
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