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The Beamtown Bullies
( 4)
Legendary Creature — Ogre Devil Warrior
(4/4)
Vigilance, haste : Target opponent whose turn it is puts target nonlegendary creature card from your graveyard onto the battlefield under their control. It gains haste. Goad it. At the beginning of the next end step, exile it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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The Bears of Littjara
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 blue Shapeshifter creature token with changeling. II — Any number of target Shapeshifter creatures you control have base power and toughness 4/4. III — Choose up to one target creature or planeswalker. Each creature with power 4 or greater you control deals damage equal to its power to that permanent.
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The Beast, Deathless Prince
( 4)
Legendary Creature — Demon
(6/6)
When you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn. The Beast enters tapped with six stun counters on it. (If it would become untapped, remove a stun counter from it instead.) Whenever a creature deals combat damage to its owner, untap The Beast and draw a card.
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The Big Idea
( 6)
Legendary Creature — Brainiac Villain
(4/4)
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The Binding of the Titans
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills three cards. II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life. III — Return target creature or land card from your graveyard to your hand.
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The Black Breath
( 3)
Sorcery
Creatures your opponents control get -1/-1 until end of turn. The Ring tempts you.
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The Blackstaff of Waterdeep
( 1)
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step. Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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The Bloodsky Massacre
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/3 red Demon Berserker creature token with menace. II — Whenever a Berserker attacks this turn, you draw a card and you lose 1 life. III — Add for each Berserker you control. Until end of turn, you don't lose this mana as steps and phases end.
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The Book of Vile Darkness
( 3)
Legendary Artifact
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token. , Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
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The Brothers' War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two tapped Powerstone tokens. II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able. III — The Brothers' War deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.
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The Capitoline Triad
( 10)
Legendary Creature — God Artificer
(7/7)
Those Who Came Before — This spell costs less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
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The Cauldron of Eternity
( 12)
Legendary Artifact
This spell costs less to cast for each creature card in your graveyard. Whenever a creature you control dies, put it on the bottom of its owner's library. , , Pay 2 life: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
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The Caves of Androzani
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Put two stun counters on each of up to two target tapped creatures. II, III — For each non-Saga permanent, choose a counter on it. You may put an additional counter of that kind on that permanent. IV — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
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The Chain Veil
( 4)
Legendary Artifact
At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life. , : For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
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The Chase Is On
( 3)
Instant
Target creature gets +3/+0 and gains first strike until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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The Cheese Stands Alone
( 6)
Enchantment
When you control no permanents other than The Cheese Stands Alone and have no cards in hand, you win the game.
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The Circle of Loyalty
( 6)
Legendary Artifact
This spell costs less to cast for each Knight you control. Creatures you control get +1/+1. Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance. , : Create a 2/2 white Knight creature token with vigilance.
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The Colossal Dreadmaw (playtest)
( 6)
Legendary Creature — — Dinosaur
(6/6)
Trample You may cast creature cards from your hand as though they were the card Colossal Dreadmaw. (They become Colossal Dreadmaws.)
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The Countdown Is at One
( 5)
Sorcery
Players play a Magic subgame, starting at 1 life and using their libraries as their decks. For the rest of the main game, if a source would deal damage to a player who didn't win the subgame, it deals double that damage to that player instead.
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The Creation of Avacyn
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a card, exile it face down, then shuffle. II — Turn the exiled card face up. If it's a creature card, you lose life equal to its mana value. III — You may put the exiled card onto the battlefield if it's a creature card. If you don't put it onto the battlefield, put it into its owner's hand.
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The Dalek Emperor
( 7)
Legendary Artifact Creature — Dalek
(6/6)
Affinity for Daleks (This spell costs less to cast for each Dalek you control.) Other Daleks you control have haste. At the beginning of combat on your turn, each opponent faces a villainous choice — That player sacrifices a creature of their choice, or you create a 3/3 black Dalek artifact creature token with menace.
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The Day of the Doctor
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order. IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you.
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The Deck of Many Things
( 5)
Legendary Artifact
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand. 1–9 | Return a card at random from your graveyard to your hand. 10–19 | Draw two cards. 20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
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The Dragon-Kami Reborn
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — You gain 2 life. Look at the top three cards of your library. Exile one of them face down with a hatching counter on it, then put the rest on the bottom of your library in any order. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Elder Dragon War
( 4)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — The Elder Dragon War deals 2 damage to each creature and each opponent. II — Discard any number of cards, then draw that many cards. III — Create a 4/4 red Dragon creature token with flying.
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The Eternal Wanderer
( 6)
Legendary Planeswalker
(5)
No more than one creature can attack The Eternal Wanderer each combat. +1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. 0: Create a 2/2 white Samurai creature token with double strike. −4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
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The Ever-Changing 'Dane
( 3)
Legendary Creature — Shapeshifter
(3/3)
, Sacrifice another creature: The Ever-Changing 'Dane becomes a copy of the sacrificed creature, except it has this ability.
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The Fall of Kroog
( 6)
Sorcery
Choose target opponent. Destroy target land that player controls. The Fall of Kroog deals 3 damage to that player and 1 damage to each creature they control.
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The Fall of Lord Konda
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile target creature an opponent controls with mana value 4 or greater. II — Each player gains control of all permanents they own. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Fallen
( 4)
Creature — Zombie
(2/3)
At the beginning of your upkeep, The Fallen deals 1 damage to each opponent and planeswalker it has dealt damage to this game.
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The Fallen Apart
( 4)
Creature — Zombie
(4/4)
The Fallen Apart enters with two arms and two legs. Whenever damage is dealt to The Fallen Apart, remove an arm or a leg from it. The Fallen Apart can't attack if it has no legs and can't block if it has no arms.
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The First Iroan Games
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create a 1/1 white Human Soldier creature token. II — Put three +1/+1 counters on target creature you control. III — If you control a creature with power 4 or greater, draw two cards. IV — Create a Gold token. (It's an artifact with "Sacrifice this artifact: Add one mana of any color.")
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The First Tyrannic War
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may put a creature card from your hand onto the battlefield. If its mana cost contains , it enters with a number of +1/+1 counters on it equal to the number of lands you control. II, III — Double the number of each kind of counter on target creature you control.
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The Flame of Keld
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
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The Flesh Is Weak
( 5)
Enchantment
When The Flesh Is Weak enters, put a +1/+1 counter on each creature you control. Creatures you control with +1/+1 counters on them are artifacts in addition to their other types. Nonartifact creatures get -1/-1.
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The Flood of Mars
( 4)
Creature — Alien Zombie Horror
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types.
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The Gaffer
( 3)
Legendary Creature — Halfling Peasant
(2/3)
At the beginning of each end step, if you gained 3 or more life this turn, draw a card.
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The Girl in the Fireplace
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature." II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.) III — Whenever a creature you control deals combat damage to a player this turn, time travel.
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The Gitrog, Ravenous Ride
( 5)
Legendary Creature — Frog Horror Mount
(6/5)
Trample, haste Whenever The Gitrog, Ravenous Ride deals combat damage to a player, you may sacrifice a creature that saddled it this turn. If you do, draw X cards, then put up to X land cards from your hand onto the battlefield tapped, where X is the sacrificed creature's power. Saddle 1
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The Golden-Gear Colossus
( 0)
Legendary Artifact Creature — Gnome
(6/6)
Vigilance, trample Whenever The Golden-Gear Colossus enters or attacks, transform up to one other target double-faced artifact you control. Create two 1/1 colorless Gnome artifact creature tokens.
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The Grand Calcutron
( 2)
Legendary Artifact
The Grand Calcutron can be your commander. When The Grand Calcutron enters, each player's hand becomes a program (an ordered row of revealed cards). Players can only play the first card of their program. If a card would be put into a player's hand from anywhere, that player reveals it and places it anywhere within their program instead. At the beginning of each player's end step, if that player's program has fewer than five cards, they draw cards equal to the difference.
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The Grand Evolution
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield. II — Distribute seven +1/+1 counters among any number of target creatures you control. III — Until end of turn, creatures you control gain ": This creature fights target creature you don't control." Exile The Grand Evolution, then return it to the battlefield (front face up).
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The Grand Tour (playtest)
( 2)
Instant
Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.
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The Great Aurora
( 9)
Sorcery
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
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The Great Henge
( 9)
Legendary Artifact
This spell costs less to cast, where X is the greatest power among creatures you control. : Add . You gain 2 life. Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
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The Great Synthesis
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Draw cards equal to the number of cards in your hand. You have no maximum hand size for as long as you control The Great Synthesis. II — Return all non-Phyrexian creatures to their owners' hands. III — You may cast any number of spells from your hand without paying their mana costs. Exile The Great Synthesis, then return it to the battlefield (front face up).
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The Great Work
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — The Great Work deals 3 damage to target opponent and each creature they control. II — Create three Treasure tokens. III — Until end of turn, you may cast instant and sorcery spells from any graveyard. If a spell cast this way would be put into a graveyard, exile it instead. Exile The Great Work, then return it to the battlefield (front face up).
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The Grey Havens
( 0)
Legendary Land
When The Grey Havens enters, scry 1. : Add . : Add one mana of any color among legendary creature cards in your graveyard.
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The Grim Captain
( 0)
Legendary Creature — Skeleton Spirit Pirate
(7/7)
Menace, trample, lifelink, hexproof Whenever The Grim Captain attacks, each opponent sacrifices a nonland permanent of their choice. Then you may put an exiled creature card used to craft The Grim Captain onto the battlefield under your control tapped and attacking.
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The Haunt of Hightower
( 6)
Legendary Creature — Vampire
(3/3)
Flying, lifelink Whenever The Haunt of Hightower attacks, defending player discards a card. Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on The Haunt of Hightower.
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The Heron Moon (playtest)
( 0)
Legendary Land
: Add . , : Exile the bottom card of target opponent's library. Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost.
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The Hourglass Coven
( 6)
Legendary Creature — — Hag Warlock
(3/3)
When The Hourglass Coven enters the battlefield, draft a card from The Hourglass Coven's spellbook twice, then put those cards onto the battlefield. Other Warlocks you control get +1/+1.
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The Huntsman's Redemption
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 3/3 green Beast creature token. II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle. III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
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The Immortal Sun
( 6)
Legendary Artifact
Players can't activate planeswalkers' loyalty abilities. At the beginning of your draw step, draw an additional card. Spells you cast cost less to cast. Creatures you control get +1/+1.
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The Indomitable
( 4)
Legendary Artifact — Vehicle
(6/6)
Trample Whenever a creature you control deals combat damage to a player, draw a card. Crew 3 You may cast The Indomitable from your graveyard as long as you control three or more tapped Pirates and/or Vehicles.
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The Infamous Cruelclaw
( 3)
Legendary Creature — Weasel Mercenary
(3/3)
Menace Whenever The Infamous Cruelclaw deals combat damage to a player, exile cards from the top of your library until you exile a nonland card. You may cast that card by discarding a card rather than paying its mana cost.
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The Irencrag
( 2)
Legendary Artifact
: Add . Whenever a legendary creature you control enters, you may have The Irencrag become a legendary Equipment artifact named Everflame, Heroes' Legacy. If you do, it gains equip and "Equipped creature gets +3/+3" and loses all other abilities.
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The Jolly Balloon Man
( 3)
Legendary Creature — Human Clown
(1/4)
Haste , : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
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The Kami War
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile target nonland permanent an opponent controls. II — Return up to one other target nonland permanent to its owner's hand. Then each opponent discards a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Kenriths' Royal Funeral
( 4)
Legendary Enchantment
When The Kenriths' Royal Funeral enters, exile up to two target legendary creature cards from your graveyard. You draw X cards and you lose X life, where X is the greatest mana value among cards exiled this way. Legendary spells you cast cost less to cast for each card exiled with The Kenriths' Royal Funeral.
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The Key to the Vault
( 2)
Legendary Artifact — Equipment
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip
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The Lady of Otaria
( 5)
Legendary Creature — Avatar
(5/5)
You may tap three untapped Dwarves you control rather than pay this spell's mana cost. At the beginning of each end step, if a land you controlled was put into a graveyard from the battlefield this turn, reveal the top four cards of your library. You may put any number of Dwarf cards from among them into your hand. Put the rest on the bottom of your library in a random order.
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The Long Reach of Night
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Each opponent sacrifices a creature of their choice unless they discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Lord of Pain
( 5)
Legendary Creature — Human Assassin
(5/5)
Menace Your opponents can't gain life. Whenever a player casts their first spell each turn, choose another target player. The Lord of Pain deals damage equal to that spell's mana value to the chosen player.
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The Lost and the Damned
( 3)
Enchantment
Whenever a land you control enters from anywhere other than your hand or you cast a spell from anywhere other than your hand, create a 3/3 red Spawn creature token.
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The Magic Mirror
( 9)
Legendary Artifact
This spell costs less to cast for each instant and sorcery card in your graveyard. You have no maximum hand size. At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
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The Many Deeds of Belzenlok (playtest)
( 2)
Enchantment — — Saga
I — Exile up to one target Saga card from a graveyard. Copy its chapter I ability. II — Exile up to one target Saga card from a graveyard. Copy its chapter II ability. III — Exile up to one target Saga card from a graveyard. Copy its chapter III ability.
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The Master of Keys
( 3)
Legendary Enchantment Creature — Horror
(3/3)
Flying When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
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The Master, Formed Anew
( 2)
Legendary Creature — Time Lord Rogue
(0/1)
Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter as a copy of a creature card in exile with a takeover counter on it.
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The Master, Gallifrey's End
( 4)
Legendary Creature — Time Lord Rogue
(4/3)
Make Them Pay — Whenever a nontoken artifact creature you control dies, you may exile it. If you do, choose an opponent with the most life among your opponents. That player faces a villainous choice — They lose 4 life, or you create a token that's a copy of that card.
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The Master, Mesmerist
( 4)
Legendary Creature — Time Lord Rogue
(3/3)
: Target creature an opponent controls with power less than or equal to The Master's power gains skulk until end of turn. Goad it. (A creature with skulk can't be blocked by creatures with greater power.) Whenever a creature with skulk deals combat damage to one of your opponents, put a +1/+1 counter on The Master and draw a card.
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The Master, Multiplied
( 6)
Legendary Creature — Time Lord Rogue
(4/3)
Myriad The "legend rule" doesn't apply to creature tokens you control. Triggered abilities you control can't cause you to sacrifice or exile creature tokens you control.
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The Master, Transcendent
( 4)
Legendary Artifact Creature — Mutant
(2/4)
When The Master, Transcendent enters, target player gets two rad counters. : Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
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The Meathook Massacre
( 2)
Legendary Enchantment
When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.
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The Mending of Dominaria
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill two cards, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
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The Mightstone and Weakstone
( 5)
Legendary Artifact — Powerstone
When The Mightstone and Weakstone enters, choose one — • Draw two cards. • Target creature gets -5/-5 until end of turn. : Add . This mana can't be spent to cast nonartifact spells. (Melds with Urza, Lord Protector.)
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The Millennium Calendar
( 1)
Legendary Artifact
Whenever you untap one or more permanents during your untap step, put that many time counters on The Millennium Calendar. , : Double the number of time counters on The Millennium Calendar. When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.
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The Mimeoplasm
( 5)
Legendary Creature — Ooze
(0/0)
As The Mimeoplasm enters, you may exile two creature cards from graveyards. If you do, it enters as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card.
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The Mirari Conjecture
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return target instant card from your graveyard to your hand. II — Return target sorcery card from your graveyard to your hand. III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
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The Modern Age
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Draw a card, then discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Monumental Facade
( 0)
Land — Sphere
The Monumental Facade enters with two oil counters on it. : Add . , Remove an oil counter from The Monumental Facade: Put an oil counter on target artifact or creature you control. Activate only as a sorcery.
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The Most Dangerous Gamer
( 4)
Legendary Creature — Human Gamer Guest
(2/2)
Deathtouch Whenever The Most Dangerous Gamer enters or attacks, open an Attraction. Whenever you open an Attraction, put a +1/+1 counter on The Most Dangerous Gamer. Whenever you claim the prize of an Attraction, destroy target permanent.
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The Mouth of Sauron
( 5)
Legendary Creature — Human Advisor
(3/4)
When The Mouth of Sauron enters, target player mills three cards. Then amass Orcs X, where X is the number of instant and sorcery cards in that player's graveyard. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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The Mycotyrant
( 3)
Legendary Creature — Elder Fungus
(*/*)
Trample The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings. At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This creature can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
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The Myriad Pools
( 0)
Legendary Artifact Land
(Transforms from The Everflowing Well.) : Add . Whenever you cast a permanent spell using mana produced by The Myriad Pools, up to one other target permanent you control becomes a copy of that spell until end of turn.
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The Odd Acorn Gang
( 5)
Legendary Creature — Squirrel Warrior
(5/5)
Menace, trample, reach Squirrels you control have ": Target Squirrel gets +2/+2 and gains trample until end of turn. Activate only as a sorcery." Whenever one or more Squirrels you control deal combat damage to a player, draw a card.
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The Pandorica
( 3)
Legendary Artifact
You may choose not to untap The Pandorica during your untap step. , : Untap another target nonland permanent, then it phases out. It can't phase in for as long as The Pandorica remains tapped. When The Pandorica becomes untapped or leaves the battlefield, that permanent phases in. Activate only as a sorcery.
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The Parting of the Ways
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend. II — Time travel, then time travel. III — For each opponent, destroy up to one target artifact that player controls.
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