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Congregation at Dawn
( 3)
Instant
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.
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Congregation Gryff
( 3)
Creature — Hippogriff Mount
(1/4)
Flying, lifelink Whenever Congregation Gryff attacks while saddled, it gets +X/+X until end of turn, where X is the number of Mounts you control. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Conjurer's Ban
( 2)
Sorcery
Choose a card name. Until your next turn, spells with the chosen name can't be cast and lands with the chosen name can't be played. Draw a card.
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Conjurer's Bauble
( 1)
Artifact
, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.
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Conjurer's Mantle
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip
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Conquering Manticore
( 6)
Creature — Manticore
(5/5)
Flying When Conquering Manticore enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Conqueror's Flail
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each color among permanents you control. As long as Conqueror's Flail is attached to a creature, your opponents can't cast spells during your turn. Equip
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Conqueror's Galleon
( 4)
Artifact — Vehicle
(2/10)
When Conqueror's Galleon attacks, exile it at end of combat, then return it to the battlefield transformed under your control. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Conscripted Infantry
( 3)
Creature — Human Soldier
(3/1)
When Conscripted Infantry dies, create a 1/1 colorless Soldier artifact creature token.
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Consecrate Land
( 1)
Enchantment — Aura
Enchant land Enchanted land has indestructible and can't be enchanted by other Auras.
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Consecrated by Blood
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Consecrated Sphinx
( 6)
Creature — Sphinx
(4/6)
Flying Whenever an opponent draws a card, you may draw two cards.
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Conservator
( 4)
Artifact
, : Prevent the next 2 damage that would be dealt to you this turn.
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Consign to Dream
( 3)
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.
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Conspiracy
( 5)
Enchantment
As Conspiracy enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Conspiracy Theorist
( 2)
Creature — Human Shaman
(2/2)
Whenever Conspiracy Theorist attacks, you may pay and discard a card. If you do, draw a card. Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
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Conspiracy Unraveler
( 7)
Creature — Sphinx Detective
(6/6)
Flying You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
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Constable of the Realm
( 5)
Creature — Giant Soldier
(3/3)
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever one or more +1/+1 counters are put on Constable of the Realm, exile up to one other target nonland permanent until Constable of the Realm leaves the battlefield.
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Constant Mists
( 2)
Instant
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.
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Consulate Crackdown
( 5)
Enchantment
When Consulate Crackdown enters, exile all artifacts your opponents control until Consulate Crackdown leaves the battlefield.
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Consulate Dreadnought
( 1)
Artifact — Vehicle
(7/11)
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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Consulate Skygate
( 2)
Artifact Creature — Wall
(0/4)
Defender Reach (This creature can block creatures with flying.)
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Consul's Lieutenant
( 2)
Creature — Human Soldier
(2/1)
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
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Consul's Shieldguard
( 4)
Creature — Dwarf Soldier
(3/4)
When Consul's Shieldguard enters, you get (two energy counters). Whenever Consul's Shieldguard attacks, you may pay . If you do, another target attacking creature gains indestructible until end of turn.
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Consult the Necrosages
( 3)
Sorcery
Choose one — • Target player draws two cards. • Target player discards two cards.
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Consecrate // Consume (Consume)
( 4)
Sorcery
Target player sacrifices a creature with the greatest power among creatures they control. You gain life equal to its power.
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Consuming Aberration
( 5)
Creature — Horror
(*/*)
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
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Consuming Aetherborn
( 4)
Creature — Aetherborn Vampire
(2/2)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Lifelink
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Consuming Ashes
( 4)
Instant
Exile target creature. If it had mana value 3 or less, 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.)
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Consuming Vapors
( 4)
Sorcery
Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness. 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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Contact Other Plane
( 4)
Instant
Roll a d20. 1–9 | Draw two cards. 10–19 | Scry 2, then draw two cards. 20 | Scry 3, then draw three cards.
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Contagion
( 5)
Instant
You may pay 1 life and exile a black card from your hand rather than pay this spell's mana cost. Distribute two -2/-1 counters among one or two target creatures.
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Contagion Clasp
( 2)
Artifact
When Contagion Clasp enters, put a -1/-1 counter on target creature. , : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Contagion Engine
( 6)
Artifact
When Contagion Engine enters, put a -1/-1 counter on each creature target player controls. , : Proliferate twice. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
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Contagious Nim
( 3)
Creature — Phyrexian Zombie
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Contagious Vorrac
( 3)
Creature — Phyrexian Boar Beast
(3/3)
When Contagious Vorrac enters, look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Containment Breach
( 3)
Sorcery — Lesson
Destroy target artifact or enchantment. If its mana value is 2 or less, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
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Containment Construct
( 2)
Artifact Creature — Construct
(2/1)
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
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Containment Membrane
( 3)
Enchantment — Aura
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Enchant creature Enchanted creature doesn't untap during its controller's untap step.
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Containment Priest
( 2)
Creature — Human Cleric
(2/2)
Flash If a nontoken creature would enter and it wasn't cast, exile it instead.
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Contaminant Grafter
( 5)
Creature — Phyrexian Druid
(5/5)
Trample, toxic 1 Whenever one or more creatures you control deal combat damage to one or more players, proliferate. Corrupted — At the beginning of your end step, if an opponent has three or more poison counters, draw a card, then you may put a land card from your hand onto the battlefield.
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Contaminated Bond
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life.
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Contaminated Drink
( 2)
Instant
Draw X cards, then you get half X rad counters, rounded up.
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Contaminated Ground
( 2)
Enchantment — Aura
Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life.
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Contamination
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces instead of any other type and amount.
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Contemplation
( 3)
Enchantment
Whenever you cast a spell, you gain 1 life.
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Contentious Plan
( 2)
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
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Contest of Claws
( 2)
Sorcery
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value 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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Contested Game Ball
( 2)
Artifact
Whenever you're dealt combat damage, the attacking player gains control of Contested Game Ball and untaps it. , : Draw a card and put a point counter on Contested Game Ball. Then if it has five or more point counters on it, sacrifice it and create a Treasure token.
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Contested War Zone
( 0)
Land
Whenever a creature deals combat damage to you, that creature's controller gains control of Contested War Zone. : Add . , : Attacking creatures get +1/+0 until end of turn.
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Contingency Plan
( 2)
Sorcery
Surveil 5. (Look at the top five cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Contraband Kingpin
( 2)
Creature — Aetherborn Rogue
(1/4)
Lifelink Whenever an artifact you control enters, scry 1.
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Contraband Livestock
( 2)
Instant
Exile target creature, then roll a d20. 1–9 | Its controller creates a 4/4 green Ox creature token. 10–19 | Its controller creates a 2/2 green Boar creature token. 20 | Its controller creates a 0/1 white Goat creature token.
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Contract from Below
( 1)
Sorcery
Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.
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Contract Killing
( 5)
Sorcery
Destroy target creature. Create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Contractual Safeguard
( 3)
Instant
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
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Contradict
( 5)
Instant
Counter target spell. Draw a card.
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Contraption Cannon
( 4)
Artifact
, Sacrifice Contraption Cannon: It deals damage to any target equal to the number of Contraptions you control.
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Control Magic
( 4)
Enchantment — Aura
Enchant creature You control enchanted creature.
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Control Win Condition (playtest)
( 6)
Creature — — Whale
(*/*)
This spell can't be countered. Shroud CARDNAME's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)
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Convalescence
( 2)
Enchantment
At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
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Convalescent Care
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
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Convenient Target
( 1)
Enchantment — Aura
Enchant creature When Convenient Target enters, suspect enchanted creature. (It has menace and can't block.) Enchanted creature gets +1/+1. : Return Convenient Target from your graveyard to your hand.
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Converter Beast
( 4)
Creature — Phyrexian Beast
(0/1)
When Converter Beast enters, incubate 5. (Create an Incubator token with five +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Convincing Mirage
( 2)
Enchantment — Aura
Enchant land As Convincing Mirage enters, choose a basic land type. Enchanted land is the chosen type.
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Refuse // Cooperate (Cooperate)
( 3)
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.) Copy target instant or sorcery spell. You may choose new targets for the copy.
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Cooperation
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Coordinated Assault
( 1)
Instant
Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
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Coordinated Barrage
( 1)
Instant
Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type.
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Coordinated Charge
( 5)
Instant
Creatures you control get +2/+1 until end of turn. Cycling (, Discard this card: Draw a card.)
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Coordinated Clobbering
( 1)
Sorcery
Tap one or two target untapped creatures you control. They each deal damage equal to their power to target creature an opponent controls.
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Copper Carapace
( 1)
Artifact — Equipment
Equipped creature gets +2/+2 and can't block. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Copper Tablet
( 2)
Artifact
At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.
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Coppercoat Vanguard
( 2)
Creature — Human Soldier
(2/2)
Each other Human you control gets +1/+0 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Copperhoof Vorrac
( 5)
Creature — Boar Beast
(2/2)
Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.
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Copper-Leaf Angel
( 5)
Artifact Creature — Angel
(2/2)
Flying , Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
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Copy Artifact
( 2)
Enchantment
You may have Copy Artifact enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.
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Copy Catchers
( 2)
Creature — Faerie
(2/1)
Flying Whenever you surveil, you may pay . If you do, create a token that's a copy of Copy Catchers.
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Copy Enchantment
( 3)
Enchantment
You may have Copy Enchantment enter as a copy of any enchantment on the battlefield.
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Copy Land
( 3)
Enchantment
You may have Copy Land enter as a copy of any land on the battlefield, except it's an enchantment in addition to its other types.
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Coral Atoll
( 0)
Land
Coral Atoll enters tapped. When Coral Atoll enters, sacrifice it unless you return an untapped Island you control to its owner's hand. : Add .
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Coral Barrier
( 3)
Creature — Wall
(1/3)
Defender (This creature can't attack.) When Coral Barrier enters, create a 1/1 blue Squid creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
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Coral Colony
( 2)
Creature — Wall
(1/4)
Defender , : Target player mills X cards, where X is the number of creatures you control with defender. (To mill a card, a player puts the top card of their library into their graveyard.)
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Coral Fighters
( 2)
Creature — Merfolk Soldier
(1/1)
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
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Coral Helm
( 3)
Artifact
, Discard a card at random: Target creature gets +2/+2 until end of turn.
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Coral Net
( 1)
Enchantment — Aura
Enchant green or white creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card."
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Coral Reef
( 2)
Enchantment
Coral Reef enters with four polyp counters on it. Sacrifice an Island: Put two polyp counters on Coral Reef. , Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature.
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Coral Trickster
( 2)
Creature — Merfolk Rogue
(2/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Coral Trickster is turned face up, you may tap or untap target permanent.
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Coralhelm Chronicler
( 3)
Creature — Merfolk Wizard
(2/2)
Whenever you cast a kicked spell, draw a card, then discard a card. When Coralhelm Chronicler enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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