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Footfall Crater
( 1)
Enchantment — Aura
Enchant land Enchanted land has ": Target creature gains trample and haste until end of turn." Cycling (, Discard this card: Draw a card.)
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For the Ancestors
( 3)
Instant
Choose a creature type. Look at the top six cards of your library. You may reveal any number of cards of the chosen type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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For the Family
( 1)
Instant
Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.
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Foratog
( 3)
Creature — Atog
(1/2)
, Sacrifice a Forest: Foratog gets +2/+2 until end of turn.
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Foray of Orcs
( 4)
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +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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Forbidden Alchemy
( 3)
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Forbidden Orchard
( 0)
Land
: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.
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Forbidden Ritual
( 4)
Sorcery
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent of their choice or discards a card. You may repeat this process any number of times.
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Forbidding Watchtower
( 0)
Land
Forbidding Watchtower enters tapped. : Add . : Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
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Force Away
( 2)
Instant
Return target creature to its owner's hand. Ferocious — If you control a creature with power 4 or greater, you may draw a card. If you do, discard a card.
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Force of Despair
( 3)
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered this turn.
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Force of Negation
( 3)
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Force of Rage
( 3)
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
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Forced Adaptation
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
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Forced Landing
( 2)
Instant
Put target creature with flying on the bottom of its owner's library.
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Forced March
( 3)
Sorcery
Destroy all creatures with mana value X or less.
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Forced Retreat
( 3)
Sorcery
Put target creature on top of its owner's library.
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Forceful Cultivator
( 4)
Creature — — Snake Shaman
(2/3)
This spell costs less to cast if there are no land cards in your hand. When Forceful Cultivator enters the battlefield, search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Forceful Denial
( 5)
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Counter target spell.
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Forcemage Advocate
( 2)
Creature — Centaur Shaman
(2/1)
: Return target card from an opponent's graveyard to their hand. Put a +1/+1 counter on target creature.
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Forebear's Blade
( 3)
Artifact — Equipment
Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach Forebear's Blade to target creature you control. Equip
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Foreboding Statue
( 3)
Artifact Creature — Construct
(1/2)
: Add one mana of any color. Put an omen counter on Foreboding Statue. At the beginning of your end step, if there are three or more omen counters on Foreboding Statue, untap it, then transform it.
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Foreboding Steamboat
( 5)
Artifact — Vehicle
(5/7)
When Foreboding Steamboat enters, each player chooses two nontoken, non-Vehicle creatures they control. Exile them until Foreboding Steamboat leaves the battlefield. Whenever Foreboding Steamboat attacks, put a card exiled with it into its owner's graveyard. If you do, investigate. Crew 2
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Forensic Gadgeteer
( 3)
Creature — Vedalken Artificer Detective
(2/3)
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
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Forensic Researcher
( 3)
Creature — Merfolk Detective
(1/3)
: Untap another target permanent you control. , Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Forerunner of Slaughter
( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
( 3)
Creature — Human Pirate
(2/2)
When Forerunner of the Coalition enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
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Forerunner of the Heralds
( 4)
Creature — Merfolk Scout
(3/2)
When Forerunner of the Heralds enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on Forerunner of the Heralds.
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Foreshadow
( 2)
Instant
Choose a card name, then target opponent mills a card. If a card with the chosen name was milled this way, you draw a card. Draw a card at the beginning of the next turn's upkeep.
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Forethought Amulet
( 5)
Artifact
At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay . If an instant or sorcery source would deal 3 or more damage to you, it deals 2 damage to you instead.
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Forge Anew
( 3)
Enchantment
When Forge Anew enters, return target Equipment card from your graveyard to the battlefield. During your turn, you may activate equip abilities any time you could cast an instant. You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
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Forge Armor
( 5)
Instant
As an additional cost to cast this spell, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's mana value.
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Forgeborn Oreads
( 4)
Enchantment Creature — Nymph
(4/2)
Constellation — Whenever Forgeborn Oreads or another enchantment you control enters, Forgeborn Oreads deals 1 damage to any target.
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Forgehammer Centurion
( 3)
Creature — Phyrexian Warrior
(3/2)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on Forgehammer Centurion. Whenever Forgehammer Centurion attacks, you may remove two oil counters from it. When you do, target creature can't block this turn.
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Forgestoker Dragon
( 6)
Creature — Dragon
(5/4)
Flying : Forgestoker Dragon deals 1 damage to target creature. That creature can't block this combat. Activate only if Forgestoker Dragon is attacking.
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Forging the Anchor
( 3)
Sorcery
Look at the top five cards of your library. You may reveal any number of artifact cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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Forgotten Ancient
( 4)
Creature — Elemental
(0/3)
Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.
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Forgotten Cave
( 0)
Land
Forgotten Cave enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Walk-In Closet // Forgotten Cellar (Forgotten Cellar)
( 5)
Enchantment — Room
When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Forgotten Creation
( 4)
Creature — Zombie Horror
(3/3)
Skulk (This creature can't be blocked by creatures with greater power.) At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
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Forgotten Harvest
( 2)
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
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Foriysian Brigade
( 4)
Creature — Human Soldier
(2/4)
Foriysian Brigade can block an additional creature each combat.
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Foriysian Interceptor
( 4)
Creature — Human Soldier
(0/5)
Flash (You may cast this spell any time you could cast an instant.) Defender Foriysian Interceptor can block an additional creature each combat.
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Foriysian Totem
( 3)
Artifact
: Add . : Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn. As long as Foriysian Totem is a creature, it can block an additional creature each combat.
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Fork in the Road
( 2)
Sorcery
Search your library for up to two basic land cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle.
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Forked-Branch Garami
( 5)
Creature — Spirit
(4/4)
Soulshift 4, soulshift 4 (When this creature dies, you may return up to two target Spirit cards with mana value 4 or less from your graveyard to your hand.)
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Fang Dragon (Forktail Sweep)
( 2)
Sorcery — Adventure
Forktail Sweep deals 1 damage to each creature you don't control. (Then exile this card. You may cast the creature later from exile.)
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Forlorn Flats
( 0)
Land — Desert
Forlorn Flats enters tapped. When Forlorn Flats enters, it deals 1 damage to target opponent. : Add or .
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Forlorn Pseudamma
( 4)
Creature — Zombie
(2/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Inspired — Whenever Forlorn Pseudamma becomes untapped, you may pay . If you do, create a 2/2 black Zombie enchantment creature token.
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Form a Posse
( 2)
Sorcery
Create X 1/1 red Mercenary creature tokens with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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Form of the Approach of the Second Sun
( 5)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Form of the Dinosaur
( 6)
Enchantment
When Form of the Dinosaur enters, your life total becomes 15. At the beginning of your upkeep, Form of the Dinosaur deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
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Form of the Dragon
( 7)
Enchantment
At the beginning of your upkeep, Form of the Dragon deals 5 damage to any target. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you.
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Form of the Mulldrifter (playtest)
( 5)
Tribal Enchantment — — Elemental
When CARDNAME enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)
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Formation
( 2)
Instant
Target creature gains banding until end of turn. (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.) Draw a card at the beginning of the next turn's upkeep.
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Forsake the Worldly
( 3)
Instant
Exile target artifact or enchantment. Cycling (, Discard this card: Draw a card.)
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Forsaken City
( 0)
Land
Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you may exile a card from your hand. If you do, untap Forsaken City. : Add one mana of any color.
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Forsaken Crossroads
( 0)
Land
Forsaken Crossroads enters the battlefield tapped. As Forsaken Crossroads enters the battlefield, choose a color. When Forsaken Crossroads enters the battlefield, scry 1. If you weren't the starting player, you may untap Forsaken Crossroads instead. : Add one mana of the chosen color.
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Forsaken Drifters
( 4)
Creature — Zombie
(4/2)
When Forsaken Drifters dies, mill four cards.
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Forsaken Miner
( 1)
Creature — Skeleton Rogue
(2/2)
Forsaken Miner can't block. Whenever you commit a crime, you may pay . If you do, return Forsaken Miner from your graveyard to the battlefield. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Forsaken Monument
( 5)
Legendary Artifact
Colorless creatures you control get +2/+2. Whenever you tap a permanent for , add an additional . Whenever you cast a colorless spell, you gain 2 life.
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Forsaken Thresher
( 0)
Artifact Creature — Construct
(5/5)
At the beginning of your first main phase, add one mana of any color.
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Forsaken Wastes
( 3)
World Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses 1 life. Whenever Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life.
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Forth Eorlingas!
( 2)
Sorcery
Create X 2/2 red Human Knight creature tokens with trample and haste. Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.
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Fortified Area
( 3)
Enchantment
Wall creatures you control get +1/+0 and have 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 you control are blocking or being blocked by a creature, you divide 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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Fortified Village
( 0)
Land
As Fortified Village enters, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters tapped. : Add or .
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Fortifying Draught
( 1)
Instant
You gain 2 life. Target creature gets +X/+X until end of turn, where X is the amount of life you gained this turn.
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Fortunate Few
( 5)
Sorcery
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
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Fortune Teller's Talent
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You may look at the top card of your library any time. : Level 2 //Level_2// As long as you've cast a spell this turn, you may play cards from the top of your library. : Level 3 //Level_3// Spells you cast from anywhere other than your hand cost less to cast.
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Fortune, Loyal Steed
( 3)
Legendary Creature — Beast Mount
(2/4)
When Fortune, Loyal Steed enters, scry 2. Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control. Saddle 1
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Fortune's Favor
( 4)
Instant
Target opponent looks at the top four cards of your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.
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Foul Emissary
( 3)
Creature — Human Horror
(1/1)
When Foul Emissary enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. When you sacrifice Foul Emissary while casting a spell with emerge, create a 3/2 colorless Eldrazi Horror creature token.
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Foul Familiar
( 3)
Creature — Spirit
(3/1)
Foul Familiar can't block. , Pay 1 life: Return Foul Familiar to its owner's hand.
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Foul Play
( 2)
Sorcery
Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Promise of Aclazotz (Foul Rebirth)
( 3)
Sorcery — Adventure
Sacrifice a non-Demon creature. If you do, create a 4/3 white and black Vampire Demon creature token with flying.
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Foul Renewal
( 4)
Instant
Return target creature card from your graveyard to your hand. Target creature gets -X/-X until end of turn, where X is the toughness of the card returned this way.
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Foul Watcher
( 2)
Creature — Nightmare Bird
(1/2)
Flying When Foul Watcher enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium — Foul Watcher gets +1/+0 as long as there are four or more card types among cards in your graveyard.
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Foul-Tongue Invocation
( 3)
Instant
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Target player sacrifices a creature of their choice. If you revealed a Dragon card or controlled a Dragon as you cast this spell, you gain 4 life.
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Found Footage
( 1)
Artifact — Clue
You may look at face-down creatures your opponents control any time. , Sacrifice Found Footage: Surveil 2, then draw a card. (To 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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Foundation Breaker
( 4)
Creature — Elemental
(2/2)
When Foundation Breaker enters, you may destroy target artifact or enchantment. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Founding the Third Path
( 2)
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 — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
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Foundry Assembler
( 5)
Artifact Creature — Assembly-Worker
(3/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
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Foundry Champion
( 6)
Creature — Elemental Soldier
(4/4)
When Foundry Champion enters, it deals damage to any target equal to the number of creatures you control. : Foundry Champion gets +1/+0 until end of turn. : Foundry Champion gets +0/+1 until end of turn.
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Fountain of Cho
( 0)
Land
Fountain of Cho enters tapped. : Put a storage counter on Fountain of Cho. , Remove any number of storage counters from Fountain of Cho: Add for each storage counter removed this way.
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Fountain of Ichor
( 3)
Artifact
: Add one mana of any color. : Fountain of Ichor becomes a 3/3 Dinosaur artifact creature until end of turn.
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Fountain of Renewal
( 1)
Artifact
At the beginning of your upkeep, you gain 1 life. , Sacrifice Fountain of Renewal: Draw a card.
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