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Fertilid
( 3)
Creature — Elemental
(0/0)
Fertilid enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
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Fertilid's Favor
( 4)
Instant
Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put two +1/+1 counters on up to one target artifact or creature.
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Fervent Cathar
( 3)
Creature — Human Knight
(2/1)
Haste When Fervent Cathar enters, target creature can't block this turn.
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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 Charge
( 4)
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
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Fervent Denial
( 5)
Instant
Counter target spell. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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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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Fervent Strike
( 1)
Instant
Target creature gets +1/+0 and gains first strike and haste until end of turn.
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Fervor
( 3)
Enchantment
Creatures you control have haste. (They can attack and as soon as they come under your control.)
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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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Festergloom
( 3)
Sorcery
Nonblack creatures get -1/-1 until end of turn.
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Festerhide Boar
( 4)
Creature — Boar
(3/3)
Trample Morbid — Festerhide Boar enters with two +1/+1 counters on it if a creature died this turn.
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Festering Evil
( 5)
Enchantment
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. , Sacrifice Festering Evil: It deals 3 damage to each creature and each player.
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Festering Goblin
( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Gulch
( 0)
Land — Desert
Festering Gulch enters tapped. When Festering Gulch enters, it deals 1 damage to target opponent. : Add or .
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Festering Mummy
( 1)
Creature — Zombie
(1/1)
When Festering Mummy dies, you may put a -1/-1 counter on target creature.
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Festering Newt
( 1)
Creature — Salamander
(1/1)
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
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Festering Wound
( 2)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound.
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Festerleech
( 1)
Creature — Zombie Leech
(1/1)
Whenever Festerleech deals combat damage to a player, you mill two cards. : Festerleech gets +2/+2 until end of turn. Activate only once each turn.
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Festival
( 1)
Instant
Cast this spell only during an opponent's upkeep. Creatures can't attack this turn.
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Festival Crasher
( 2)
Creature — Devil
(1/3)
Whenever you cast an instant or sorcery spell, Festival Crasher gets +2/+0 until end of turn.
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Festival of Embers
( 5)
Enchantment
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs. If a card or token would be put into your graveyard from anywhere, exile it instead. : Sacrifice Festival of Embers.
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Festive Funeral
( 5)
Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
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Bramble Familiar (Fetch Quest)
( 7)
Sorcery — Adventure
Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.
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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 Gargantua
( 5)
Creature — Horror
(4/4)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Fetid Gargantua, you may draw two cards. If you do, you lose 2 life.
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Fetid Horror
( 4)
Creature — Shade Horror
(1/2)
: Fetid Horror gets +1/+1 until end of turn.
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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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Fettergeist
( 3)
Creature — Spirit
(3/4)
Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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Feudkiller's Verdict
( 6)
Kindred Sorcery — Giant
You gain 10 life. Then if you have more life than an opponent, create a 5/5 white Giant Warrior creature token.
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Fever Charm
( 1)
Instant
Choose one — • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature.
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Fevered Strength
( 3)
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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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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Fevered Visions
( 3)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to that player.
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Fey Steed
( 4)
Creature — Elk
(4/4)
Whenever Fey Steed attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
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Feywild Caretaker
( 5)
Creature — Orc Wizard
(3/4)
When Feywild Caretaker enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
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Feywild Trickster
( 3)
Creature — Gnome Warlock
(2/2)
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
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Feywild Visitor
( 3)
Legendary Enchantment — Background
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Fickle Efreet
( 4)
Creature — Efreet
(5/2)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.
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Fiddlehead Kami
( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
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Field Marshal
( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Field of Dreams
( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Field of Reality
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by Spirits. : Return Field of Reality to its owner's hand.
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Field of Souls
( 4)
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Field of the Dead
( 0)
Land
Field of the Dead enters tapped. : Add . Whenever Field of the Dead or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
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Field Surgeon
( 2)
Creature — Human Cleric
(1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
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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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Fiend Artisan
( 2)
Creature — Nightmare
(1/1)
This creature gets +1/+1 for each creature card in your graveyard. , , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
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Fiend Binder
( 4)
Creature — Human Soldier
(3/2)
Whenever Fiend Binder attacks, tap target creature defending player controls.
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Fiend Hunter
( 3)
Creature — Human Cleric
(1/3)
When Fiend Hunter enters, you may exile another target creature. When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Fiend of the Shadows
( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Fiendish Duo
( 6)
Creature — Devil
(5/5)
First strike (This creature deals combat damage before creatures without first strike.) If a source would deal damage to an opponent, it deals double that damage to that player instead.
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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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Fiendlash
( 2)
Artifact — Equipment
Equipped creature gets +2/+0 and has reach. Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker. Equip
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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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Fierce Invocation
( 5)
Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Fierce Retribution
( 2)
Instant
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Destroy target attacking creature.
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Fierce Witchstalker
( 4)
Creature — Wolf
(4/4)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Fierce Witchstalker enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Fiery Annihilation
( 3)
Instant
Fiery Annihilation deals 5 damage to target creature. Exile up to one target Equipment attached to that creature. If that creature would die this turn, exile it instead.
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Fiery Bombardment
( 2)
Enchantment
Chroma — , Sacrifice a creature: Fiery Bombardment deals damage to any target equal to the number of red mana symbols in the sacrificed creature's mana cost.
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Fiery Cannonade
( 3)
Instant
Fiery Cannonade deals 2 damage to each non-Pirate creature.
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Fiery Conclusion
( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature.
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Fiery Confluence
( 4)
Sorcery
Choose three. You may choose the same mode more than once. • Fiery Confluence deals 1 damage to each creature. • Fiery Confluence deals 2 damage to each opponent. • Destroy target artifact.
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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 Encore
( 5)
Sorcery
Discard a card, then draw a card. When you discard a nonland card this way, Fiery Encore deals damage equal to that card's mana value to target creature or planeswalker. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Fiery Finish
( 6)
Sorcery
Fiery Finish deals 7 damage to target creature.
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Fiery Gambit
( 3)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
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Fiery Hellhound
( 3)
Creature — Elemental Dog
(2/2)
: Fiery Hellhound gets +1/+0 until end of turn.
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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 Intervention
( 5)
Sorcery
Choose one — • Fiery Intervention deals 5 damage to target creature. • Destroy target artifact.
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Fiery Justice
( 3)
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of targets. Target opponent gains 5 life.
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Fiery Mantle
( 2)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn. When Fiery Mantle is put into a graveyard from the battlefield, return Fiery Mantle to its owner's hand.
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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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Fight as One
( 1)
Instant
Choose one or both — • Target Human creature you control gets +1/+1 and gains indestructible until end of turn. • Target non-Human creature you control gets +1/+1 and gains indestructible until end of turn.
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Fight or Flight
( 4)
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
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Fight Rigging
( 3)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
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Fight the ________ Fight
( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, you may put a name sticker on it. When you do, enchanted creature fights up to one target creature you don't control. Enchanted creature gets +0/+2 for each name sticker on this Aura with eight or more letters.
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Fighter Class
( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When Fighter Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. : Level 2 //Level_2// Equip abilities you activate cost less to activate. : Level 3 //Level_3// Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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