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Atzocan Archer
( 3)
Creature — Human Archer
(1/4)
Reach When Atzocan Archer enters, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Atzocan Seer
( 3)
Creature — Human Druid
(2/3)
: Add one mana of any color. Sacrifice Atzocan Seer: Return target Dinosaur card from your graveyard to your hand.
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Audacious Infiltrator
( 2)
Creature — Dwarf Rogue
(3/1)
Audacious Infiltrator can't be blocked by artifact creatures.
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Augmenting Automaton
( 1)
Artifact Creature — Construct
(1/1)
: Augmenting Automaton gets +1/+1 until end of turn.
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Aura Mutation
( 2)
Instant
Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's mana value.
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Auratog
( 2)
Creature — Atog
(1/2)
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
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Auratouched Mage
( 6)
Creature — Human Wizard
(3/3)
When Auratouched Mage enters, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Aurelia's Vindicator
( 4)
Creature — Angel
(4/2)
Flying, lifelink, ward Disguise When Aurelia's Vindicator is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards. When Aurelia's Vindicator leaves the battlefield, return the exiled cards to their owners' hands.
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Aurification
( 4)
Enchantment
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.) When Aurification leaves the battlefield, remove all gold counters from all creatures.
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Automated Artificer
( 2)
Artifact Creature — Artificer
(1/3)
: Add . Spend this mana only to activate an ability or cast an artifact spell.
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Automatic Librarian
( 3)
Artifact Creature — Construct
(3/2)
When Automatic Librarian 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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Avatar of Discord
( 3)
Creature — Avatar
(5/3)
( can be paid with either or .) Flying When Avatar of Discord enters, sacrifice it unless you discard two cards.
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Avatar of Fury
( 8)
Creature — Avatar
(6/6)
If an opponent controls seven or more lands, this spell costs less to cast. Flying : Avatar of Fury gets +1/+0 until end of turn.
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Avatar of Growth
( 6)
Creature — Elemental Avatar
(4/4)
This spell costs less to cast for each opponent you have. Trample When Avatar of Growth enters, each player searches their library for up to two basic land cards, puts them onto the battlefield, then shuffles.
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Avatar of Hope
( 8)
Creature — Avatar
(4/9)
If you have 3 or less life, this spell costs less to cast. Flying Avatar of Hope can block any number of creatures.
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Avatar of Me
( 4)
Creature — Avatar
(*/*)
This spell costs more to cast for each ten years you've been alive. Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest ½. Avatar of Me is the color of your eyes.
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Avatar of Might
( 8)
Creature — Avatar
(8/8)
If an opponent controls at least four more creatures than you, this spell costs less to cast. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Avatar of Slaughter
( 8)
Creature — Avatar
(8/8)
All creatures have double strike and attack each combat if able.
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Avatar of the Resolute
( 2)
Creature — Avatar
(3/2)
Reach, trample Avatar of the Resolute enters with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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Avatar of Will
( 8)
Creature — Avatar
(5/6)
If an opponent has no cards in hand, this spell costs less to cast. Flying
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Avatar of Woe
( 8)
Creature — Avatar
(6/5)
If there are ten or more creature cards total in all graveyards, this spell costs less to cast. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) : Destroy target creature. It can't be regenerated.
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Aven Battle Priest
( 6)
Creature — Bird Cleric
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Battle Priest enters, you gain 3 life.
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Aven Fateshaper
( 7)
Creature — Bird Wizard
(4/5)
Flying When Aven Fateshaper enters, look at the top four cards of your library, then put them back in any order. : Look at the top four cards of your library, then put them back in any order.
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Aven Liberator
( 4)
Creature — Bird Soldier
(2/3)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn.
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Aven Riftwatcher
( 3)
Creature — Bird Rebel Soldier
(2/3)
Flying Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Aven Riftwatcher enters or leaves the battlefield, you gain 2 life.
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Aviation Pioneer
( 3)
Creature — Human Artificer
(1/2)
When Aviation Pioneer enters, create a 1/1 colorless Thopter artifact creature token with flying.
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Avoid Fate
( 1)
Instant
Counter target instant or Aura spell that targets a permanent you control.
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Awaken the Blood Avatar
( 8)
Sorcery
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. Each opponent sacrifices a creature of their choice. Create a 3/6 black and red Avatar creature token with haste and "Whenever this creature attacks, it deals 3 damage to each opponent."
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Ayara's Oathsworn
( 2)
Creature — Human Knight
(2/2)
Menace Whenever Ayara's Oathsworn deals combat damage to a player, if it has fewer than four +1/+1 counters on it, put a +1/+1 counter on it. Then if it has exactly four +1/+1 counters on it, search your library for a card, put it into your hand, then shuffle.
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Aysen Bureaucrats
( 2)
Creature — Human Advisor
(1/1)
: Tap target creature with power 2 or less.
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Azor's Gateway
( 2)
Legendary Artifact
, : Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
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Balduvian Atrocity
( 3)
Creature — Phyrexian Berserker
(2/3)
Kicker (You may pay an additional as you cast this spell.) Menace When Balduvian Atrocity enters, if it was kicked, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
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Ballista Watcher
( 4)
Creature — Human Soldier Werewolf
(4/3)
, : Ballista Watcher deals 1 damage to any target. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Balm of Restoration
( 2)
Artifact
, , Sacrifice Balm of Restoration: Choose one — • You gain 2 life. • Prevent the next 2 damage that would be dealt to any target this turn.
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Balmor, Battlemage Captain
( 2)
Legendary Creature — Bird Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
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Balshan Collaborator
( 4)
Creature — Bird Soldier
(2/2)
Flying : Balshan Collaborator gets +1/+1 until end of turn.
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Bar the Gate
( 3)
Instant
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
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Barbarian Lunatic
( 3)
Creature — Human Barbarian
(2/1)
, Sacrifice Barbarian Lunatic: It deals 2 damage to target creature.
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Barbed Batterfist
( 2)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +1/-1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Baron Bertram Graywater
( 4)
Legendary Creature — Vampire Noble
(3/4)
Whenever one or more tokens you control enter, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn. , Sacrifice another creature or artifact: Draw a card.
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Barreling Attack
( 4)
Instant
Target creature gains trample until end of turn. When that creature becomes blocked this turn, it gets +1/+1 until end of turn for each creature blocking it.
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Bartizan Bats
( 4)
Creature — Bat
(3/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Basandra, Battle Seraph
( 5)
Legendary Creature — Angel
(4/4)
Flying Players can't cast spells during combat. : Target creature attacks this turn if able.
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Baseball Bat
( 2)
Artifact — Equipment
When Baseball Bat enters, attach it to target creature you control. Equipped creature gets +1/+1. Whenever equipped creature attacks, tap up to one target creature. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Basic Conjuration
( 3)
Sorcery — Lesson
Look at the top six 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. You gain 3 life.
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Bat-
( 0)
Creature — Bat
(+1/+1)
Flying At the beginning of each end step, if an opponent lost 3 or more life this turn, Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
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Bat Colony
( 3)
Enchantment
When Bat Colony enters, create a 1/1 black Bat creature token with flying for each mana from a Cave spent to cast it. Whenever a Cave you control enters, put a +1/+1 counter on target creature you control.
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Bat Whisperer
( 4)
Creature — Vampire
(4/2)
When Bat Whisperer enters, if an opponent lost life this turn, create a 1/1 black Bat creature token with flying.
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Bathe in Light
( 2)
Instant
Radiance — Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.
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Baton of Courage
( 3)
Artifact
Flash Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn.
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Baton of Morale
( 2)
Artifact
: 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.)
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Battalion Foot Soldier
( 3)
Creature — Human Soldier
(2/2)
When Battalion Foot Soldier enters, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
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Batterbone
( 2)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has vigilance and lifelink. Equip
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Battered Golem
( 3)
Artifact Creature — Golem
(3/2)
Battered Golem doesn't untap during your untap step. Whenever an artifact enters, you may untap Battered Golem.
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Batterhorn
( 5)
Creature — Beast
(4/3)
When Batterhorn enters, you may destroy target artifact.
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Battering Krasis
( 3)
Creature — Shark Beast
(2/1)
Trample 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.)
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Battering Ram
( 2)
Artifact Creature — Construct
(1/1)
At the beginning of combat on your turn, Battering Ram gains banding until end of combat. (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 being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's blocking.) Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat.
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Battering Wurm
( 7)
Creature — Wurm
(4/3)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Creatures with power less than Battering Wurm's power can't block it.
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Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Batterskull
( 5)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +4/+4 and has vigilance and lifelink. : Return Batterskull to its owner's hand. Equip
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Battery Bearer
( 4)
Creature — Human Artificer
(3/4)
Creatures you control have ": Add . This mana can't be spent to cast a nonartifact spell." Whenever you cast an artifact spell with mana value 6 or greater, draw a card.
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Battle Angels of Tyr
( 4)
Creature — Angel Knight
(4/4)
Flying, myriad Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
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Battle at the Bridge
( 1)
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Target creature gets -X/-X until end of turn. You gain X life.
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Battle at the Helvault
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until Battle at the Helvault leaves the battlefield. III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.
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Battle Brawler
( 2)
Creature — Orc Warrior
(2/2)
As long as you control a red or white permanent, Battle Brawler gets +1/+0 and has first strike.
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Battle Cry
( 3)
Instant
Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn.
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Battle Cry Goblin
( 2)
Creature — Goblin
(2/2)
: Goblins you control get +1/+0 and gain haste until end of turn. Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
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Battle for Bretagard
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Warrior creature token. II — Create a 1/1 green Elf Warrior creature token. III — Choose any number of artifact tokens and/or creature tokens you control with different names. For each of them, create a token that's a copy of it.
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Battle Frenzy
( 3)
Instant
Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn.
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Battle Hymn
( 2)
Instant
Add for each creature you control.
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Battle Mammoth
( 5)
Creature — Elephant
(6/5)
Trample Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Battle Mastery
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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Battle of Frost and Fire
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Battle of Frost and Fire deals 4 damage to each non-Giant creature and each planeswalker. II — Scry 3. III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
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Battle of Hoover Dam
( 4)
Enchantment
As Battle of Hoover Dam enters, choose NCR or Legion. • NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. • Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
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Battle of Wits
( 5)
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
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Battle Rampart
( 3)
Creature — Wall
(1/3)
Defender : Target creature gains haste until end of turn.
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Battle Screech
( 4)
Sorcery
Create two 1/1 white Bird creature tokens with flying. Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Battle Sliver
( 5)
Creature — Sliver
(3/3)
Sliver creatures you control get +2/+0.
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Battle Squadron
( 5)
Creature — Goblin
(*/*)
Flying Battle Squadron's power and toughness are each equal to the number of creatures you control.
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Battle Strain
( 2)
Enchantment
Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller.
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