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Guard Duty
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender.
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Guard Gomazoa
( 3)
Creature — Jellyfish
(1/3)
Defender, flying Prevent all combat damage that would be dealt to Guard Gomazoa.
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Guarded Heir
( 6)
Creature — Human Noble
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, create two 3/3 white Knight creature tokens.
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Guardian Angel
( 1)
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
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Guardian Archon
( 6)
Creature — Archon
(5/5)
Flying As Guardian Archon enters, secretly choose an opponent. Reveal the player you chose: You and target permanent you control each gain protection from the chosen player until end of turn. Activate only once.
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Guardian Augmenter
( 3)
Creature — Troll Wizard
(2/2)
Flash Commander creatures you control get +2/+2. Commanders you control have hexproof.
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Guardian Automaton
( 4)
Artifact Creature — Construct
(3/3)
When Guardian Automaton dies, you gain 3 life.
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Guardian Beast
( 4)
Creature — Beast
(2/4)
As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they have indestructible, and other players can't gain control of them. This effect doesn't remove Auras already attached to those artifacts.
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Guardian Gladewalker
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) When Guardian Gladewalker enters, put a +1/+1 counter on target creature.
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Guardian Idol
( 2)
Artifact
Guardian Idol enters tapped. : Add . : Guardian Idol becomes a 2/2 Golem artifact creature until end of turn.
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Guardian Kirin
( 4)
Creature — Kirin
(2/3)
Flying Whenever another creature you control dies, put a +1/+1 counter on Guardian Kirin.
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Guardian Lions
( 5)
Creature — Cat
(1/6)
Vigilance (Attacking doesn't cause this creature to tap.)
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Guardian Naga
( 7)
Creature — Snake
(5/6)
Vigilance During your turn, prevent all damage that would be dealt to Guardian Naga.
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Guardian of Cloverdell
( 7)
Creature — Treefolk Shaman
(4/5)
When Guardian of Cloverdell enters, create three 1/1 white Kithkin Soldier creature tokens. , Sacrifice a Kithkin: You gain 1 life.
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Guardian of Faith
( 3)
Creature — Spirit Knight
(3/2)
Flash Vigilance When Guardian of Faith enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
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Guardian of Ghirapur
( 3)
Creature — Angel
(3/3)
Flying When Guardian of Ghirapur enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Guardian of New Benalia
( 2)
Creature — Human Soldier
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever Guardian of New Benalia enlists a creature, scry 2. Discard a card: Guardian of New Benalia gains indestructible until end of turn. Tap it.
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Guardian of Pilgrims
( 2)
Creature — Spirit Cleric
(2/2)
When Guardian of Pilgrims enters, target creature gets +1/+1 until end of turn.
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Guardian of Solitude
( 2)
Creature — Spirit
(1/2)
Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn.
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Guardian of Tazeem
( 5)
Creature — Sphinx
(4/5)
Flying Landfall — Whenever a land you control enters, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
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Guardian of the Ages
( 7)
Artifact Creature — Golem
(7/7)
Defender (This creature can't attack.) When a creature attacks you or a planeswalker you control, if Guardian of the Ages has defender, it loses defender and gains trample.
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Guardian of the Forgotten
( 4)
Creature — Elephant Warrior
(4/4)
Vigilance Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put the top card of your library onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Guardian of the Gateless
( 5)
Creature — Angel
(3/3)
Flying Guardian of the Gateless can block any number of creatures. Whenever Guardian of the Gateless blocks, it gets +1/+1 until end of turn for each creature it's blocking.
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Guardian of the Great Conduit
( 4)
Creature — Elemental
(2/4)
Reach (This creature can block creatures with flying.) As long as you control a Nissa planeswalker, Guardian of the Great Conduit gets +2/+0 and has vigilance. (Attacking doesn't cause it to tap.)
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Guardian of the Great Door
( 2)
Creature — Angel
(4/4)
As an additional cost to cast this spell, tap four untapped artifacts, creatures, and/or lands you control. Flying
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Guardian of Vitu-Ghazi
( 8)
Creature — Elemental
(4/7)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Vigilance
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Guardian Project
( 4)
Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
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Guardian Scalelord
( 5)
Creature — Dragon
(3/4)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Flying Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
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Guardian Seraph
( 4)
Creature — Angel
(3/4)
Flying If a source an opponent controls would deal damage to you, prevent 1 of that damage.
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Guardian Shield-Bearer
( 2)
Creature — Human Soldier
(2/1)
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Guardian Shield-Bearer is turned face up, put a +1/+1 counter on another target creature you control.
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Guardian Zendikon
( 3)
Enchantment — Aura
Enchant land Enchanted land is a 2/6 white Wall creature with defender. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Guardian's Magemark
( 3)
Enchantment — Aura
Flash Enchant creature Creatures you control that are enchanted get +1/+1.
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Guardians of Akrasa
( 3)
Creature — Human Soldier
(0/4)
Defender (This creature can't attack.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Guardians of Koilos
( 5)
Artifact Creature — Construct
(4/4)
When Guardians of Koilos enters, you may return another target historic permanent you control to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
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Guardians of Oboro
( 3)
Creature — Moonfolk Samurai
(3/4)
Defender Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
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Guardians' Pledge
( 3)
Instant
White creatures you control get +2/+2 until end of turn.
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Guerrilla Tactics
( 2)
Instant
Guerrilla Tactics deals 2 damage to any target. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to any target.
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Guess Your Fate (Guess Your Fate (a))
( 0)
Artifact — Attraction
Visit — Look at the bottom card of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction. Lights — 2, 3, 4, 6
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Guess Your Fate (Guess Your Fate (b))
( 0)
Artifact — Attraction
Visit — Look at the bottom card of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction. Lights — 2, 3, 5, 6
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Guess Your Fate (Guess Your Fate (c))
( 0)
Artifact — Attraction
Visit — Look at the bottom card of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction. Lights — 2, 4, 5, 6
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Guess Your Fate (Guess Your Fate (d))
( 0)
Artifact — Attraction
Visit — Look at the bottom card of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction. Lights — 3, 4, 5, 6
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Guided Passage
( 3)
Sorcery
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.
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Guidestone Compass
( 0)
Artifact
, : Target creature you control explores. Activate only as a sorcery. (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 that creature, then put the card back or put it into your graveyard.)
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Guild Artisan
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Guildpact Informant
( 3)
Creature — Faerie Rogue
(1/1)
Flying Whenever Guildpact Informant deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Guildpact Paragon
( 0)
Artifact Creature — Construct
(5/5)
Whenever you cast a spell that's exactly two colors, look at the top six cards of your library. You may reveal a card that's exactly two colors 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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Guildscorn Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from multicolored.
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Gulping Scraptrap
( 5)
Creature — Phyrexian Horror
(4/4)
When Gulping Scraptrap enters or dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Guma
( 3)
Creature — Cat
(2/2)
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Gumdrop Poisoner
( 3)
Creature — Human Warlock
(3/2)
Lifelink When Gumdrop Poisoner enters, up to one target creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
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Gunk Slug (playtest)
( 3)
Creature — — Slug
(2/3)
When CARDNAME enters the battlefield, create three Gunk token cards and shuffle them into target opponent's library. (Gunk is a colorless sorcery card with no mana cost that has cycling .)
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Gurgling Anointer
( 3)
Creature — Phyrexian Horror
(1/3)
Flying Whenever you draw your second card each turn, put a +1/+1 counter on Gurgling Anointer. When Gurgling Anointer dies, return another target creature card with mana value less than or equal to Gurgling Anointer's power from your graveyard to the battlefield.
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Gurmag Angler
( 7)
Creature — Zombie Fish
(5/5)
Delve (Each card you exile from your graveyard while casting this spell pays for .)
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Gurmag Drowner
( 4)
Creature — Snake Wizard
(2/4)
Exploit (When this creature enters, you may sacrifice a creature.) When Gurmag Drowner exploits a creature, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
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Gust Walker
( 2)
Creature — Human Wizard
(2/2)
You may exert Gust Walker as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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Gustcloak Cavalier
( 5)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Gustcloak Cavalier attacks, you may tap target creature. Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.
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Gustcloak Harrier
( 3)
Creature — Bird Soldier
(2/2)
Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.
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Gustcloak Runner
( 1)
Creature — Human Soldier
(1/1)
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.
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Gustcloak Savior
( 5)
Creature — Bird Soldier
(3/4)
Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
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Gustcloak Sentinel
( 4)
Creature — Human Soldier
(3/3)
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.
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Gustcloak Skirmisher
( 4)
Creature — Bird Soldier
(2/3)
Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.
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Gustha's Scepter
( 0)
Artifact
: Exile a card from your hand face down. You may look at it for as long as it remains exiled. : Return a card you own exiled with Gustha's Scepter to your hand. When you lose control of Gustha's Scepter, put all cards exiled with Gustha's Scepter into their owner's graveyard.
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Gustrider Exuberant
( 3)
Creature — Human Wizard
(1/2)
Flying Sacrifice Gustrider Exuberant: Creatures you control with power 5 or greater gain flying until end of turn.
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Gut, True Soul Zealot
( 3)
Legendary Creature — Goblin Shaman
(2/2)
Whenever you attack, you may sacrifice another creature or an artifact. If you do, create a 4/1 black Skeleton creature token with menace that's tapped and attacking. (It can't be blocked except by two or more creatures.) Choose a Background (You can have a Background as a second commander.)
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Gutmorn, Pactbound Servant
( 3)
Legendary Creature — — Demon
(1/3)
Flying, deathtouch Whenever Gutmorn, Pactbound Servant enters the battlefield, each player discards a nonland card. Whenever a player discards a card during your turn, they choose another player. That player conjures a duplicate of that card into their hand. It perpetually gains "You may spend mana as though it were mana of any color to cast this spell."
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Guul Draz Assassin
( 1)
Creature — Vampire Assassin
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/2 , : Target creature gets -2/-2 until end of turn. LEVEL 4+ 4/4 , : Target creature gets -4/-4 until end of turn.
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Guul Draz Mucklord
( 3)
Creature — Crocodile
(2/3)
When Guul Draz Mucklord dies, put a +1/+1 counter on target creature you control.
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Guul Draz Overseer
( 6)
Creature — Vampire
(3/4)
Flying Landfall — Whenever a land you control enters, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead.
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Guul Draz Specter
( 4)
Creature — Specter
(2/2)
Flying Guul Draz Specter gets +3/+3 as long as an opponent has no cards in hand. Whenever Guul Draz Specter deals combat damage to a player, that player discards a card.
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Guul Draz Vampire
( 1)
Creature — Vampire Rogue
(1/1)
As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Gwafa Hazid, Profiteer
( 3)
Legendary Creature — Human Rogue
(2/2)
, : Put a bribery counter on target creature you don't control. Its controller draws a card. Creatures with bribery counters on them can't attack or block.
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Gwaihir the Windlord
( 6)
Legendary Creature — Bird Noble
(4/4)
This spell costs less to cast as long as you've drawn two or more cards this turn. Flying, vigilance Other Birds you control have vigilance.
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Gwaihir, Greatest of the Eagles
( 5)
Legendary Creature — Bird Noble
(5/5)
Flying Whenever Gwaihir attacks, target attacking creature gains flying until end of turn. At the beginning of each end step, if you gained 3 or more life this turn, create a 3/3 white Bird creature token with flying and "Whenever this creature attacks, target attacking creature gains flying until end of turn."
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Gwenna, Eyes of Gaea
( 3)
Legendary Creature — Elf Druid Scout
(2/3)
: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources. Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna, Eyes of Gaea and untap it.
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Gwyllion Hedge-Mage
( 3)
Creature — Hag Wizard
(2/2)
When Gwyllion Hedge-Mage enters, if you control two or more Plains, you may create a 1/1 white Kithkin Soldier creature token. When Gwyllion Hedge-Mage enters, if you control two or more Swamps, you may put a -1/-1 counter on target creature.
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Gylwain, Casting Director
( 3)
Legendary Creature — Human Bard
(2/3)
Whenever Gylwain, Casting Director or another nontoken creature you control enters, choose one — • Create a Royal Role token attached to that creature. • Create a Sorcerer Role token attached to that creature. • Create a Monster Role token attached to that creature.
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Gyome, Master Chef
( 4)
Legendary Creature — Troll Warlock
(5/3)
Trample At the beginning of your end step, create a number of Food tokens equal to the number of nontoken creatures you had enter under your control this turn. , Sacrifice a Food: Target creature gains indestructible until end of turn. Tap it.
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Gyre Sage
( 2)
Creature — Elf Druid
(1/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) : Add for each +1/+1 counter on Gyre Sage.
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Gyruda, Doom of Depths
( 6)
Legendary Creature — Demon Kraken
(6/6)
Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.
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Gyrus, Waker of Corpses
( 3)
Legendary Creature — Hydra
(0/0)
Gyrus, Waker of Corpses enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Whenever Gyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
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Haakon, Stromgald Scourge
( 3)
Legendary Creature — Zombie Knight
(3/3)
You may cast Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is on the battlefield, you may cast Knight spells from your graveyard. When Haakon dies, you lose 2 life.
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Haazda Exonerator
( 1)
Creature — Human Cleric
(1/1)
, Sacrifice Haazda Exonerator: Destroy target Aura.
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Haazda Marshal
( 1)
Creature — Human Soldier
(1/1)
Whenever Haazda Marshal and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
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Haazda Officer
( 3)
Creature — Human Soldier
(3/2)
When Haazda Officer enters, target creature you control gets +1/+1 until end of turn.
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Haazda Shield Mate
( 3)
Creature — Human Soldier
(1/1)
At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay . : The next time a source of your choice would deal damage to you this turn, prevent that damage.
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Haazda Snare Squad
( 3)
Creature — Human Soldier
(1/4)
Whenever Haazda Snare Squad attacks, you may pay . If you do, tap target creature an opponent controls.
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Haazda Vigilante
( 5)
Creature — Giant Soldier
(4/4)
Whenever Haazda Vigilante enters or attacks, put a +1/+1 counter on target creature you control with power 2 or less.
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Haberthrasher
( 2)
Creature — Human Hatificer Assassin
(2/2)
Deathtouch Whenever another creature you control that has a hat enters or a hat sticker is put on a creature you control, each opponent loses 1 life.
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Hackrobat
( 3)
Creature — Human Rogue
(2/3)
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) : Hackrobat gains deathtouch until end of turn. : Hackrobat gets +2/-2 until end of turn.
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Hada Freeblade
( 1)
Creature — Human Soldier Ally
(0/1)
Whenever Hada Freeblade or another Ally you control enters, you may put a +1/+1 counter on Hada Freeblade.
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Hada Spy Patrol
( 2)
Creature — Human Rogue
(1/1)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 Hada Spy Patrol can't be blocked. LEVEL 3+ 3/3 Shroud (This creature can't be the target of spells or abilities.) Hada Spy Patrol can't be blocked.
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Hadana's Climb
( 3)
Legendary Enchantment
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
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Hag Hedge-Mage
( 3)
Creature — Hag Shaman
(2/2)
When Hag Hedge-Mage enters, if you control two or more Swamps, you may have target player discard a card. When Hag Hedge-Mage enters, if you control two or more Forests, you may put target card from your graveyard on top of your library.
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Merchant of the Vale (Haggle)
( 1)
Instant — Adventure
You may discard a card. If you do, draw a card. (Then exile this card. You may cast the creature later from exile.)
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Hagi Mob
( 5)
Creature — Troll Berserker
(5/4)
Boast — : Hagi Mob deals 1 damage to any target. (Activate only if this creature attacked this turn and only once each turn.)
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