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Homarid
( 3)
Creature — Homarid
(2/2)
Homarid enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four or more tide counters on Homarid, remove all tide counters from it.
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Homarid Explorer
( 4)
Creature — Homarid Scout
(3/3)
When Homarid Explorer enters, target player mills four cards.
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Homarid Shaman
( 4)
Creature — Homarid Shaman
(2/1)
: Tap target green creature.
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Homarid Warrior
( 5)
Creature — Homarid Warrior
(3/3)
: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A creature with shroud can't be the target of spells or abilities.)
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Homestead Courage
( 1)
Sorcery
Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Homeward Path
( 0)
Land
: Add . : Each player gains control of all creatures they own.
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Homicidal Brute
( 0)
Creature — Human Mutant
(5/1)
At the beginning of your end step, if Homicidal Brute didn't attack this turn, tap Homicidal Brute, then transform it.
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Homicidal Seclusion
( 5)
Enchantment
As long as you control exactly one creature, that creature gets +3/+1 and has lifelink.
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Homicide Investigator
( 2)
Creature — Human Detective
(2/2)
Whenever one or more nontoken creatures you control die, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Homura, Human Ascendant
( 6)
Legendary Creature — Human Monk
(4/4)
Homura, Human Ascendant can't block. When Homura dies, return it to the battlefield flipped.
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Honden of Cleansing Fire
( 4)
Legendary Enchantment — Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
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Honden of Infinite Rage
( 3)
Legendary Enchantment — Shrine
At the beginning of your upkeep, Honden of Infinite Rage deals damage to any target equal to the number of Shrines you control.
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Honden of Night's Reach
( 4)
Legendary Enchantment — Shrine
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.
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Honey Mammoth
( 6)
Creature — Elephant
(6/6)
When Honey Mammoth enters, you gain 4 life.
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Honeymoon Hearse
( 3)
Artifact — Vehicle
(5/5)
Trample Tap two untapped creatures you control: Honeymoon Hearse becomes an artifact creature until end of turn.
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Honor Guard
( 1)
Creature — Human Soldier
(1/1)
: Honor Guard gets +0/+1 until end of turn.
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Honor the Fallen
( 2)
Instant
Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way.
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Honor the God-Pharaoh
( 3)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Honorable Passage
( 2)
Instant
The next time a source of your choice would deal damage to any target this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.
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Honorable Scout
( 1)
Creature — Human Soldier Scout
(1/1)
When Honorable Scout enters, you gain 2 life for each black and/or red creature target opponent controls.
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Honored Crop-Captain
( 2)
Creature — Human Warrior
(3/2)
Whenever Honored Crop-Captain attacks, other attacking creatures get +1/+0 until end of turn.
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Honored Dreyleader
( 3)
Creature — Squirrel Warrior
(1/1)
Trample When Honored Dreyleader enters, put a +1/+1 counter on it for each other Squirrel and/or Food you control. Whenever another Squirrel or Food you control enters, put a +1/+1 counter on Honored Dreyleader.
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Honored Hierarch
( 1)
Creature — Human Druid
(1/1)
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.) As long as Honored Hierarch is renowned, it has vigilance and ": Add one mana of any color."
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Honor's Reward
( 3)
Instant
You gain 4 life. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Honor-Worn Shaku
( 3)
Artifact
: Add . Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku.
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Hooded Assassin
( 3)
Creature — Human Assassin
(1/2)
When Hooded Assassin enters, choose one — • Put a +1/+1 counter on Hooded Assassin. • Destroy target creature that was dealt damage this turn.
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Hooded Blightfang
( 3)
Creature — Snake
(1/4)
Deathtouch Whenever a creature you control with deathtouch attacks, each opponent loses 1 life and you gain 1 life. Whenever a creature you control with deathtouch deals damage to a planeswalker, destroy that planeswalker.
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Hooded Brawler
( 3)
Creature — Snake Warrior
(3/2)
You may exert Hooded Brawler as it attacks. When you do, it gets +2/+2 until end of turn. (An exerted creature won't untap during your next untap step.)
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Hooded Hydra
( 2)
Creature — Snake Hydra
(0/0)
Hooded Hydra enters with X +1/+1 counters on it. When Hooded Hydra dies, create a 1/1 green Snake creature token for each +1/+1 counter on it. Morph As Hooded Hydra is turned face up, put five +1/+1 counters on it.
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Hooded Kavu
( 3)
Creature — Kavu
(2/2)
: Hooded Kavu gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Hoofprints of the Stag
( 2)
Kindred Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. , Remove four hoofprint counters from Hoofprints of the Stag: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
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Hookblade
( 2)
Artifact — Equipment
When Hookblade enters, attach it to target creature you control. Equipped creature gets +1/+0. During your turn, equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Hookblade Veteran
( 1)
Creature — Human Assassin
(1/2)
During your turn, Hookblade Veteran has flying. (It can't be blocked except by creatures with flying or reach.)
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Hookhand Mariner
( 4)
Creature — Human Werewolf
(4/4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Hook-Haunt Drifter
( 0)
Creature — Spirit
(1/2)
Flying If Hook-Haunt Drifter would be put into a graveyard from anywhere, exile it instead.
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Hooting Mandrills
( 6)
Creature — Ape
(4/4)
Delve (Each card you exile from your graveyard while casting this spell pays for .) Trample
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Hope Against Hope
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each creature you control. As long as enchanted creature is a Human, it has first strike.
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Hope and Glory
( 2)
Instant
Untap two target creatures. Each of them gets +1/+1 until end of turn.
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Hope Charm
( 1)
Instant
Choose one — • Target creature gains first strike until end of turn. • Target player gains 2 life. • Destroy target Aura.
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Hope of Ghirapur
( 1)
Legendary Artifact Creature — Thopter
(1/1)
Flying Sacrifice Hope of Ghirapur: Until your next turn, target player who was dealt combat damage by Hope of Ghirapur this turn can't cast noncreature spells.
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Hope-Ender Coatl
( 3)
Creature — Eldrazi Snake
(2/2)
Devoid (This card has no color.) Flash When you cast this spell, counter target spell an opponent controls unless they pay . Flying
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Hopeful Initiate
( 1)
Creature — Human Warlock
(1/2)
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) , Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
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Hopeless Nightmare
( 1)
Enchantment
When Hopeless Nightmare enters, each opponent discards a card and loses 2 life. When Hopeless Nightmare is put into a graveyard from the battlefield, scry 2. : Sacrifice Hopeless Nightmare.
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Hopping Automaton
( 3)
Artifact Creature — Construct
(2/2)
: Hopping Automaton gets -1/-1 and gains flying until end of turn.
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Horde Ambusher
( 2)
Creature — Human Berserker
(2/2)
Whenever Horde Ambusher blocks, it deals 1 damage to you. Morph—Reveal a red card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Horde Ambusher is turned face up, target creature can't block this turn.
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Horde of Boggarts
( 4)
Creature — Goblin
(*/*)
Menace (This creature can't be blocked except by two or more creatures.) Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.
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Hordewing Skaab
( 5)
Creature — Zombie Horror
(3/3)
Flying Other Zombies you control have flying. Whenever one or more Zombies you control deal combat damage to one or more of your opponents, you may draw cards equal to the number of opponents dealt damage this way. If you do, discard that many cards.
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Horizon Chimera
( 4)
Creature — Chimera
(3/2)
Flash Flying, trample Whenever you draw a card, you gain 1 life.
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Horizon Drake
( 3)
Creature — Drake
(3/1)
Flying, protection from lands
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Horizon Scholar
( 6)
Creature — Sphinx
(4/4)
Flying When Horizon Scholar enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Hormagaunt Horde
( 1)
Creature — Tyranid
(1/1)
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Endless Swarm — Whenever a land you control enters, you may pay . If you do, return Hormagaunt Horde from your graveyard to your hand.
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Horn of Deafening
( 4)
Artifact
, : Prevent all combat damage that would be dealt by target creature this turn.
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Horn of the Mark
( 2)
Legendary Artifact
Whenever two or more creatures you control attack a player, look at the top five 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 a random order.
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Horn of Valhalla
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 for each creature you control. Equip
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Hornbash Mentor
( 3)
Creature — Human Warrior
(3/3)
When Hornbash Mentor enters, put a trample counter on target non-Human creature you control. , : Put a +1/+1 counter on each creature you control with trample.
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Horncaller's Chant
( 8)
Sorcery
Create a 4/4 green Rhino creature token with trample, then populate. (Create a token that's a copy of a creature token you control.)
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Horned Cheetah
( 4)
Creature — Cat
(2/2)
Whenever Horned Cheetah deals damage, you gain that much life.
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Horned Kavu
( 2)
Creature — Kavu
(3/4)
When Horned Kavu enters, return a red or green creature you control to its owner's hand.
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Horned Loch-Whale
( 6)
Creature — Whale
(6/6)
Flash Ward Horned Loch-Whale enters tapped unless it's your turn.
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Hornet Cannon
( 4)
Artifact
, : Create a 1/1 colorless Insect artifact creature token with flying and haste named Hornet. Destroy it at the beginning of the next end step.
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Hornet Harasser
( 4)
Creature — Goblin Shaman
(2/2)
When Hornet Harasser dies, target creature gets -2/-2 until end of turn.
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Horobi, Death's Wail
( 4)
Legendary Creature — Spirit
(4/4)
Flying Whenever a creature becomes the target of a spell or ability, destroy that creature.
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Horribly Awry
( 2)
Instant
Devoid (This card has no color.) Counter target creature spell with mana value 4 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Horrid Shadowspinner
( 3)
Creature — Horror
(2/3)
Lifelink Whenever Horrid Shadowspinner attacks, you may draw cards equal to its power. If you do, discard that many cards.
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Horrific Assault
( 1)
Sorcery
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control. If you control an Eldrazi, you gain 3 life.
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Horror of the Broken Lands
( 5)
Creature — Horror
(4/4)
Whenever you cycle or discard another card, Horror of the Broken Lands gets +2/+1 until end of turn. Cycling (, Discard this card: Draw a card.)
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Surgical Suite // Hospital Room (Hospital Room)
( 4)
Enchantment — Room
Whenever you attack, put a +1/+1 counter on target attacking creature. (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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Hostage Taker
( 4)
Creature — Human Pirate
(2/3)
When Hostage Taker enters, exile another target creature or artifact until Hostage Taker leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
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Hostile Investigator
( 4)
Creature — Ogre Rogue Detective
(4/3)
When Hostile Investigator enters, target opponent discards a card. Whenever one or more players discard one or more cards, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Hostile Minotaur
( 4)
Creature — Minotaur
(3/3)
Haste (This creature can attack and as soon as it comes under your control.)
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Hostile Negotiations
( 4)
Instant
Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. You lose 3 life.
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Hostile Realm
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Target creature can't block this turn."
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Hostile Takeover
( 5)
Sorcery
Up to one target creature has base power and toughness 1/1 until end of turn. Up to one other target creature has base power and toughness 4/4 until end of turn. Then Hostile Takeover deals 3 damage to each creature.
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Hotheaded Giant
( 4)
Creature — Giant Warrior
(4/4)
Haste Hotheaded Giant enters with two -1/-1 counters on it unless you've cast another red spell this turn.
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Hotshot Investigators
( 6)
Creature — Vedalken Detective
(4/4)
When Hotshot Investigators enters, return up to one other target creature to its owner's hand. If you controlled it, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Hotshot Mechanic
( 1)
Artifact Creature — Fox Pilot
(2/1)
Hotshot Mechanic crews Vehicles as though its power were 2 greater.
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Hound of Griselbrand
( 4)
Creature — Elemental Dog
(2/2)
Double strike Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Hound of the Farbogs
( 5)
Creature — Zombie Dog
(5/3)
Delirium — Hound of the Farbogs has menace as long as there are four or more card types among cards in your graveyard. (A creature with menace can't be blocked except by two or more creatures.)
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Hound Tamer
( 3)
Creature — Human Werewolf
(3/3)
Trample : Put a +1/+1 counter on target creature. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Hour of Devastation
( 5)
Sorcery
All creatures lose indestructible until end of turn. Hour of Devastation deals 5 damage to each creature and each non-Bolas planeswalker.
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Hour of Revelation
( 6)
Sorcery
This spell costs less to cast if there are ten or more nonland permanents on the battlefield. Destroy all nonland permanents.
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Hourglass of the Lost
( 3)
Artifact
: Add . Put a time counter on Hourglass of the Lost. , Remove X time counters from Hourglass of the Lost and exile it: Return each nonland permanent card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
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House Cartographer
( 2)
Creature — Human Scout Survivor
(2/2)
Survival — At the beginning of your second main phase, if House Cartographer is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Hoverguard Observer
( 4)
Creature — Drone
(3/3)
Flying Hoverguard Observer can block only creatures with flying.
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Hoverguard Sweepers
( 8)
Creature — Drone
(5/6)
Flying When Hoverguard Sweepers enters, you may return up to two target creatures to their owners' hands.
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How Is This a Par Three?!
( 4)
Enchantment
Whenever you cast a spell, you may have target player mill X cards, where X is the number of words in that spell's name.
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Howling Banshee
( 4)
Creature — Spirit
(3/3)
Flying When Howling Banshee enters, each player loses 3 life.
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Howling Gale
( 2)
Instant
Howling Gale deals 1 damage to each creature with flying and each player. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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