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An-Havva Constable
( 3)
Creature — Human
(2/1+*)
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
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An-Havva Inn
( 3)
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
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Anhelo, the Painter
( 3)
Legendary Creature — Vampire Assassin
(1/3)
Deathtouch The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
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Anikthea, Hand of Erebos
( 5)
Legendary Enchantment Creature — Demigod
(4/4)
Menace Other enchantment creatures you control have menace. Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.
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Anim Pakal, Thousandth Moon
( 3)
Legendary Creature — Human Soldier
(1/2)
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
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Animal Boneyard
( 3)
Enchantment — Aura
Enchant land Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animal Friend
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
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Animal Magnetism
( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animar, Soul of Elements
( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animate Artifact
( 4)
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
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Animate Dead
( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Animate Dead enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Animate Graveyard
( 5)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile Animate Graveyard.
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Animate Land
( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Animate Library
( 6)
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile Animate Library instead.
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Animate Object
( 5)
Sorcery
You get seven . Choose an inanimate object you own from outside the game. Put a power and toughness sticker on it. You may also put a name sticker, an art sticker, and/or an ability sticker on it. Put it onto the battlefield as a creature token.
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Animate Spell (playtest)
( 1)
Enchantment — — Aura
Flash Enchant instant or sorcery spell on the stack When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost. When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
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Animate Wall
( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Animation Module
( 1)
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay . If you do, create a 1/1 colorless Servo artifact creature token. , : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
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Animist's Awakening
( 1)
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
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Animist's Might
( 3)
Sorcery
This spell costs less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
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Animus of Night's Reach
( 0)
Enchantment Creature — Spirit
(0/4)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
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Animus of Predation
( 5)
Creature — Avatar
(4/4)
Draft Animus of Predation face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
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Anje Falkenrath
( 3)
Legendary Creature — Vampire
(1/3)
Haste , Discard a card: Draw a card. Whenever you discard a card, if it has madness, untap Anje Falkenrath.
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Anje, Maid of Dishonor
( 4)
Legendary Creature — Vampire
(4/5)
Whenever Anje, Maid of Dishonor and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.") , Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
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Anje's Ravager
( 3)
Creature — Vampire Berserker
(3/3)
Anje's Ravager attacks each combat if able. Whenever Anje's Ravager attacks, discard your hand, then draw three cards. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Ankh of Mishra
( 2)
Artifact
Whenever a land enters, Ankh of Mishra deals 2 damage to that land's controller.
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Ankle Shanker
( 5)
Creature — Goblin Berserker
(2/2)
Haste Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.
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Annex
( 4)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) You control enchanted land.
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Annex Sentry
( 3)
Artifact Creature — Phyrexian Cleric
(1/4)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When Annex Sentry enters, exile target artifact or creature an opponent controls with mana value 3 or less until Annex Sentry leaves the battlefield.
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Annie Flash, the Veteran
( 6)
Legendary Creature — Human Rogue
(4/5)
Flash When Annie Flash, the Veteran enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
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Annie Joins Up
( 4)
Legendary Enchantment
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
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Annihilate
( 5)
Instant
Destroy target nonblack creature. It can't be regenerated. Draw a card.
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Annihilating Fire
( 3)
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Annihilating Glare
( 1)
Sorcery
As an additional cost to cast this spell, pay or sacrifice an artifact or creature. Destroy target creature or planeswalker.
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Annoyed Altisaur
( 7)
Creature — Dinosaur
(6/5)
Reach, trample 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.)
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Annul
( 1)
Instant
Counter target artifact or enchantment spell.
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Anodet Lurker
( 5)
Artifact Creature — Construct
(3/3)
When Anodet Lurker dies, you gain 3 life.
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Anoint
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.
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Anoint with Affliction
( 2)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
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Anointed Chorister
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) : Anointed Chorister gets +3/+3 until end of turn.
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Anointed Deacon
( 5)
Creature — Vampire Cleric
(3/3)
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
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Anointed Peacekeeper
( 3)
Creature — Human Cleric
(3/3)
Vigilance As Anointed Peacekeeper enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost more to cast. Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
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Anointed Procession
( 4)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
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Anointer of Champions
( 1)
Creature — Human Cleric
(1/1)
: Target attacking creature gets +1/+1 until end of turn.
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Anointer of Valor
( 6)
Creature — Angel
(3/5)
Flying Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
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Another Chance
( 3)
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
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Another Round
( 3)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
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Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
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Anowon, the Ruin Thief
( 4)
Legendary Creature — Vampire Rogue
(2/4)
Other Rogues you control get +1/+1. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
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Anrakyr the Traveller
( 5)
Legendary Artifact Creature — Necron
(4/4)
Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.
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Answered Prayers
( 3)
Enchantment
Whenever a creature you control enters, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Antagonize
( 2)
Instant
Target creature gets +4/+3 until end of turn.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Anthropede
( 4)
Creature — Insect
(3/4)
Reach When Anthropede enters, you may discard a card or pay . When you do, destroy target Room.
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Anthroplasm
( 4)
Creature — Shapeshifter
(0/0)
Anthroplasm enters with two +1/+1 counters on it. , : Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
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Anticipate
( 2)
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Anticognition
( 2)
Instant
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
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Anti-Magic Aura
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Antique Collector
( 2)
Creature — — Human Rogue
(2/2)
Antique Collector can't be blocked by creatures with power 2 or less. When Antique Collector enters the battlefield, creatures you control perpetually gain "When this creature dies, you may shuffle it into its owner's library if it's in your graveyard. If you do, investigate." (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
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Antler Skulkin
( 5)
Artifact Creature — Scarecrow
(3/3)
: Target white creature gains persist until end of turn. (When it 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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Anurid Barkripper
( 3)
Creature — Frog Beast
(2/2)
Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.
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Anurid Brushhopper
( 3)
Creature — Frog Beast
(3/4)
Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Anurid Murkdiver
( 6)
Creature — Zombie Frog Beast
(4/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anurid Scavenger
( 3)
Creature — Frog Beast
(3/3)
Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.
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Anurid Swarmsnapper
( 3)
Creature — Frog Beast
(1/4)
Reach (This creature can block creatures with flying.) : Anurid Swarmsnapper can block an additional creature this turn.
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Anvil of Bogardan
( 2)
Artifact
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
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Anvilwrought Raptor
( 4)
Artifact Creature — Bird
(2/1)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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Anya, Merciless Angel
( 5)
Legendary Creature — Angel
(4/4)
Flying Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half their starting life total. As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
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An-Zerrin Ruins
( 4)
Enchantment
As An-Zerrin Ruins enters, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.
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Anzrag's Rampage
( 5)
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
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Applied Biomancy
( 2)
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
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Apprentice Necromancer
( 2)
Creature — Zombie Wizard
(1/1)
, , Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
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Aquastrand Spider
( 2)
Creature — Spider Mutant
(0/0)
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) : Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
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Arabella, Abandoned Doll
( 2)
Legendary Artifact Creature — Toy
(1/3)
Whenever Arabella, Abandoned Doll attacks, it deals X damage to each opponent and you gain X life, where X is the number of creatures you control with power 2 or less.
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Aragorn and Arwen, Wed
( 6)
Legendary Creature — Human Elf Noble
(3/6)
Vigilance Whenever Aragorn and Arwen, Wed enters or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control.
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Aragorn, Company Leader
( 3)
Legendary Creature — Human Ranger
(3/3)
Whenever the Ring tempts you, if you chose a creature other than Aragorn, Company Leader as your Ring-bearer, put your choice of a counter from among first strike, vigilance, deathtouch, and lifelink on Aragorn. Whenever you put one or more counters on Aragorn, put one of each of those kinds of counters on up to one other target creature.
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Arahbo, the First Fang
( 3)
Legendary Creature — Cat Avatar
(2/2)
Other Cats you control get +1/+1. Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
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Arboreal Alliance
( 2)
Enchantment
When Arboreal Alliance enters, create an X/X green Treefolk creature token. Whenever you attack with one or more Elves, populate. (Create a token that's a copy of a creature token you control.)
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Arcade Gannon
( 4)
Legendary Creature — Human Doctor
(2/3)
: Draw a card, then discard a card. Put a quest counter on Arcade Gannon. For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
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Arcane Adaptation
( 3)
Enchantment
As Arcane Adaptation enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
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Arcane Archery
( 3)
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn. You get a boon with "When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, reach counter, and trample counter on it."
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Arcane Artisan
( 3)
Creature — Human Wizard
(0/3)
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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Arcane Bombardment
( 6)
Enchantment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with Arcane Bombardment. You may cast any number of the copies without paying their mana costs.
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Arcane Denial
( 2)
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
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Arcane Endeavor
( 7)
Sorcery
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
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Arcane Epiphany
( 5)
Instant
This spell costs less to cast if you control a Wizard. Draw three cards.
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Arcane Flight
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
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Arcane Heist
( 4)
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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