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Altered Ego
( 4)
Creature — Shapeshifter
(0/0)
This spell can't be countered. You may have Altered Ego enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
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Aluren
( 4)
Enchantment
Any player may cast creature spells with mana value 3 or less without paying their mana costs and as though they had flash.
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Always Watching
( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Amalia Benavides Aguirre
( 2)
Legendary Creature — Vampire Scout
(2/2)
Ward—Pay 3 life. Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Amaranthine Wall
( 4)
Artifact Creature — Wall
(0/6)
Defender : Amaranthine Wall gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Amareth, the Lustrous
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever another permanent you control enters, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.
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Amass the Components
( 4)
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
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Amateur Auteur
( 2)
Creature — Human
(2/2)
Sacrifice Amateur Auteur: Destroy target enchantment.
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Ambassador Blorpityblorpboop
( 5)
Legendary Creature — Alien Advisor Guest
(3/3)
When Ambassador Blorpityblorpboop enters, you get , then you may put a sticker on a nonland permanent you own. At the beginning of each combat, you may have Ambassador Blorpityblorpboop's base power become equal to the total power of all stickers on permanents you control and its base toughness become equal to those stickers' total toughness.
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Ambassador Laquatus
( 3)
Legendary Creature — Merfolk Wizard
(1/3)
: Target player mills three cards.
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Ambassador Oak
( 4)
Creature — Treefolk Warrior
(3/3)
When Ambassador Oak enters, create a 1/1 green Elf Warrior creature token.
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Amber Gristle O'Maul
( 4)
Legendary Creature — Dwarf Cleric
(3/3)
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
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Amber Prison
( 4)
Artifact
You may choose not to untap Amber Prison during your untap step. , : Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as Amber Prison remains tapped.
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Ambiguity
( 4)
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.
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Ambitious Aetherborn
( 5)
Creature — Aetherborn Artificer
(4/3)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
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Ambitious Assault
( 3)
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
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Ambitious Dragonborn
( 4)
Creature — Dragon Barbarian
(0/0)
Ambitious Dragonborn enters with X +1/+1 counters on it, where X is the greatest power among creatures you control and creature cards in your graveyard.
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Ambitious Farmhand
( 2)
Creature — Human Peasant
(1/1)
When Ambitious Farmhand enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven — : Transform Ambitious Farmhand. Activate only if you control three or more creatures with different powers.
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Ambulatory Edifice
( 3)
Artifact Creature — Phyrexian Construct
(3/2)
When Ambulatory Edifice enters, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
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Ambuscade
( 3)
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
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Ambuscade Shaman
( 3)
Creature — Orc Shaman
(2/2)
Whenever Ambuscade Shaman or another creature you control enters, that creature gets +2/+2 until end of turn. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush
( 4)
Instant
Blocking creatures gain first strike until end of turn.
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Ambush Commander
( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands. , Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
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Ambush Gigapede
( 6)
Creature — Insect
(6/2)
Flash When Ambush Gigapede enters, target creature an opponent controls gets -2/-2 until end of turn.
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Ambush Krotiq
( 6)
Creature — Insect
(5/5)
Trample When Ambush Krotiq enters, return another creature you control to its owner's hand.
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Ambush Paratrooper
( 2)
Creature — Human Soldier
(1/2)
Flash Flying : Creatures you control get +1/+1 until end of turn.
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Ambush Wolf
( 3)
Creature — Wolf
(4/2)
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, exile up to one target card from a graveyard.
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Aminatou, the Fateshifter
( 3)
Legendary Planeswalker — Aminatou
(3)
+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.
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Aminatou, Veil Piercer
( 4)
Legendary Creature — Human Wizard
(2/4)
At the beginning of your upkeep, 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.) Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Aminatou's Augury
( 8)
Sorcery
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
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Ammit Eternal
( 3)
Creature — Zombie Crocodile Demon
(5/5)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Whenever an opponent casts a spell, put a -1/-1 counter on Ammit Eternal. Whenever Ammit Eternal deals combat damage to a player, remove all -1/-1 counters from it.
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Amnesia
( 6)
Sorcery
Target player reveals their hand and discards all nonland cards.
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Amoeboid Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Target creature gains all creature types until end of turn. : Target creature loses all creature types until end of turn.
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Amok
( 2)
Enchantment
, Discard a card at random: Put a +1/+1 counter on target creature.
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Amorphous Axe
( 2)
Artifact — Equipment
Equipped creature gets +3/+0 and is every creature type. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Amped Raptor
( 2)
Creature — Dinosaur
(2/1)
First strike When Amped Raptor enters, you get (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of equal to its mana value rather than paying its mana cost.
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Amped Up
( 6)
Sorcery
This spell costs less to cast for each electrical socket in a wall or floor you can see from your seat. Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +3/+0 and gains haste.
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Amphibian Downpour
( 3)
Enchantment — Aura
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
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Amphibious Kavu
( 3)
Creature — Kavu
(2/2)
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn.
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Amphin Pathmage
( 4)
Creature — Salamander Wizard
(3/2)
: Target creature can't be blocked this turn.
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Amplifire
( 4)
Creature — Elemental
(1/1)
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, Amplifire's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
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Ampryn Tactician
( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters, creatures you control get +1/+1 until end of turn.
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Amrou Kithkin
( 2)
Creature — Kithkin
(1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
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Amrou Scout
( 2)
Creature — Kithkin Rebel Scout
(2/1)
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Amrou Seekers
( 3)
Creature — Kithkin Rebel
(2/2)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.
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Amugaba
( 7)
Creature — Illusion
(6/6)
Flying , Discard a card: Return Amugaba to its owner's hand.
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Amulet of Kroog
( 2)
Artifact
, : Prevent the next 1 damage that would be dealt to any target this turn.
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Amulet of Quoz
( 6)
Artifact
Remove Amulet of Quoz from your deck before playing if you're not playing for ante. , Sacrifice Amulet of Quoz: Target opponent may ante the top card of their library. If they don't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate only during your upkeep.
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Amulet of Safekeeping
( 2)
Artifact
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays . Creature tokens get -1/-0.
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Amulet of Unmaking
( 5)
Artifact
, , Exile Amulet of Unmaking: Exile target artifact, creature, or land. Activate only as a sorcery.
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Amulet of Vigor
( 1)
Artifact
Whenever a permanent you control enters tapped, untap it.
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Amy Pond
( 3)
Legendary Creature — Human
(2/2)
Partner with Rory Williams (When this creature enters, target player may put Rory into their hand from their library, then shuffle.) Whenever Amy Pond deals combat damage to a player, choose a suspended card you own and remove that many time counters from it. Doctor's companion (You can have two commanders if the other is the Doctor.)
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Amzu, Swarm's Hunger
( 5)
Legendary Creature — Insect Shaman
(3/3)
Flying, menace Other Insects you control have menace. Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
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An Incident Has Occurred
( 2)
Sorcery
Choose one or both — • Destroy target creature with flying. • Destroy target Attraction. (It's put into its owner's junkyard.) You may apologize. If you do, you gain 3 life.
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An Offer You Can't Refuse
( 1)
Instant
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
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An Unearthly Child
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Ana Sanctuary
( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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Anaba Ancestor
( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anaba Shaman
( 4)
Creature — Minotaur Shaman
(2/2)
, : Anaba Shaman deals 1 damage to any target.
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Anaconda
( 4)
Creature — Snake
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anafenza, Kin-Tree Spirit
( 2)
Legendary Creature — Spirit Soldier
(2/2)
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Anafenza, the Foremost
( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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Analyze the Pollen
( 1)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
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Anara, Wolvid Familiar
( 4)
Legendary Creature — Wolf Beast
(4/4)
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
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Anarchist
( 5)
Creature — Human Wizard
(2/2)
When Anarchist enters, you may return target sorcery card from your graveyard to your hand.
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Anarchy
( 4)
Sorcery
Destroy all white permanents.
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Anax and Cymede
( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
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Anax and Cymede & Kynaios and Tiro (playtest)
( 5)
Legendary Creature — — Human Soldier
(3/8)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
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Anax, Hardened in the Forge
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancestor Dragon
( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
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Ancestors' Aid
( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Ancestor's Chosen
( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen enters, you gain 1 life for each card in your graveyard.
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Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
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Ancestor's Prophet
( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Ancestral Anger
( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.
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Ancestral Blade
( 2)
Artifact — Equipment
When Ancestral Blade enters, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it. Equipped creature gets +1/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
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Ancestral Katana
( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach Ancestral Katana to it. Equipped creature gets +2/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Knowledge
( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Ancestral Knowledge enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When Ancestral Knowledge leaves the battlefield, shuffle your library.
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Ancestral Mask
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
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Ancestral Memories
( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Statue
( 4)
Artifact Creature — Golem
(3/4)
When Ancestral Statue enters, return a nonland permanent you control to its owner's hand.
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Ancestral Vengeance
( 2)
Enchantment — Aura
Enchant creature When Ancestral Vengeance enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
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Anchor to Reality
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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