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Abduction
( 4)
Enchantment — Aura
Enchant creature When Abduction enters, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control.
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Abnormal Endurance
( 2)
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
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All Is Dust
( 7)
Kindred Sorcery — Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
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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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Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Ardent Dustspeaker
( 5)
Creature — Minotaur Shaman
(3/4)
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
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Aven of Enduring Hope
( 5)
Creature — Bird Cleric
(3/3)
Flying When Aven of Enduring Hope enters, you gain 3 life.
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Bakersbane Duo
( 2)
Creature — Squirrel Raccoon
(2/2)
When Bakersbane Duo enters, create a Food token. Whenever you expend 4, Bakersbane Duo gets +1/+1 until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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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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Balduvian Berserker
( 3)
Creature — Kor Berserker
(1/3)
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.) When Balduvian Berserker dies, it deals damage equal to its power to any target.
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Balduvian Conjurer
( 2)
Creature — Human Wizard
(0/2)
: Target snow land becomes a 2/2 creature until end of turn. It's still a land.
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Balduvian Dead
( 4)
Creature — Zombie
(2/3)
, Exile a creature card from your graveyard: Create a 3/1 black and red Graveborn creature token with haste. Sacrifice it at the beginning of the next end step.
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Balduvian Fallen
( 4)
Creature — Zombie
(3/5)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever Balduvian Fallen's cumulative upkeep is paid, it gets +1/+0 until end of turn for each or spent this way.
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Balduvian Frostwaker
( 3)
Creature — Human Wizard
(1/1)
, : Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
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Balduvian Horde
( 4)
Creature — Human Barbarian
(5/5)
When Balduvian Horde enters, sacrifice it unless you discard a card at random.
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Balduvian Hydra
( 2)
Creature — Hydra
(0/1)
Balduvian Hydra enters with X +1/+0 counters on it. Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn. : Put a +1/+0 counter on Balduvian Hydra. Activate only during your upkeep.
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Balduvian Rage
( 1)
Instant
Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Balduvian Shaman
( 1)
Creature — Human Cleric Shaman
(1/1)
: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. (For example, you may change "black creatures can't attack" to "blue creatures can't attack.") That enchantment gains "Cumulative upkeep ." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
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Balduvian Warlord
( 4)
Creature — Human Barbarian
(3/2)
: Remove target blocking creature from combat. Creatures it was blocking that hadn't become blocked by another creature this combat become unblocked, then it blocks an attacking creature of your choice. Activate only during the declare blockers step.
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Balduvian War-Makers
( 5)
Creature — Human Barbarian
(3/3)
Haste Rampage 1 <I>(Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)</I>
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Barrowin of Clan Undurr
( 4)
Legendary Creature — Dwarf Cleric
(3/3)
When Barrowin of Clan Undurr enters, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
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Black Oak of Odunos
( 3)
Creature — Zombie Treefolk
(0/5)
Defender , Tap another untapped creature you control: Black Oak of Odunos gets +1/+1 until end of turn.
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Brave-Kin Duo
( 1)
Creature — Rabbit Mouse
(1/1)
, : Target creature gets +1/+1 until end of turn. Activate only as a sorcery.
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Caduceus, Staff of Hermes
( 3)
Legendary Artifact — Equipment
Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip
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Callidus Assassin
( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have Callidus Assassin enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
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Champion of Dusk
( 5)
Creature — Vampire Knight
(4/4)
When Champion of Dusk enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
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Cling to Dust
( 1)
Instant
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Coils of the Medusa
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature.
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Compelled Duel
( 2)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
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Conduct Electricity
( 5)
Instant
Conduct Electricity deals 6 damage to target creature and 2 damage to up to one target creature token.
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Conductive Current
( 3)
Sorcery
Conductive Current deals 3 damage to each creature. Choose an instant or sorcery card in your hand. It perpetually gains "If this spell would deal noncombat damage to a permanent or player, it deals that much damage plus 2 instead."
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Conductive Machete
( 4)
Artifact — Equipment
When Conductive Machete enters, manifest dread, then attach Conductive Machete to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +2/+1. Equip
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Conductor of Cacophony
( 4)
Creature — Demon
(2/1)
Conductor of Cacophony enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Conductor of Cacophony: It deals 1 damage to each other creature and each player.
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Conduit Goblin
( 2)
Creature — Goblin Warrior
(2/2)
When Conduit Goblin enters, you get (two energy counters). At the beginning of combat on your turn, you may pay . If you do, another target creature you control gets +1/+0 and gains haste until end of turn.
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Conduit of Emrakul
( 0)
Creature — Eldrazi Werewolf
(5/4)
Whenever Conduit of Emrakul attacks, add at the beginning of your next main phase this turn.
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Conduit of Ruin
( 6)
Creature — Eldrazi
(5/5)
When you cast this spell, you may search your library for a colorless creature card with mana value 7 or greater, reveal it, then shuffle and put that card on top. The first creature spell you cast each turn costs less to cast.
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Conduit of Worlds
( 4)
Artifact
You may play lands from your graveyard. : Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
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Conduit Pylons
( 0)
Land — Desert
When Conduit Pylons enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add . , : Add one mana of any color.
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Consign to Dust
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Destroy any number of target artifacts and/or enchantments.
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Crumble to Dust
( 4)
Sorcery
Devoid (This card has no color.) Exile target nonbasic land. Search its controller's graveyard, hand, and library for any number of cards with the same name as that land and exile them. Then that player shuffles.
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Dack's Duplicate
( 4)
Creature — Shapeshifter
(0/0)
You may have Dack's Duplicate enter as a copy of any creature on the battlefield, except it has haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
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Daggerfang Duo
( 3)
Creature — Rat Squirrel
(3/2)
Deathtouch When Daggerfang Duo enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
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Dusk // Dawn (Dawn)
( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Return all creature cards with power 2 or less from your graveyard to your hand.
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Dawn to Dusk
( 4)
Sorcery
Choose one or both — • Return target enchantment card from your graveyard to your hand. • Destroy target enchantment.
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Deadeye Duelist
( 2)
Creature — Human Assassin
(1/3)
Reach , : Deadeye Duelist deals 1 damage to target opponent.
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Death-Mask Duplicant
( 7)
Artifact Creature — Shapeshifter
(5/5)
Imprint — : Exile target creature card from your graveyard. As long as a card exiled with Death-Mask Duplicant has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.
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Death's Duet
( 3)
Sorcery
Return two target creature cards from your graveyard to your hand.
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Decoction Module
( 2)
Artifact
Whenever a creature you control enters, you get (an energy counter). , : Return target creature you control to its owner's hand.
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Deduce
( 2)
Instant
Draw a card. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Deft Duelist
( 2)
Creature — Human Rogue
(2/1)
First strike Shroud (This creature can't be the target of spells or abilities.)
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Demon's Due
( 4)
Instant
Scry 2, then draw two cards. You lose 2 life.
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Desert's Due
( 2)
Instant
Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each Desert you control.
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Dimir Aqueduct
( 0)
Land
Dimir Aqueduct enters tapped. When Dimir Aqueduct enters, return a land you control to its owner's hand. : Add .
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Disciplined Duelist
( 3)
Creature — Human Citizen
(2/1)
Double strike Disciplined Duelist enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Doors of Durin
( 5)
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
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Dual Casting
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ", : Copy target instant or sorcery spell you control. You may choose new targets for the copy."
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Dual Doomsuits
( 0)
Artifact — Contraption
Whenever you crank Dual Doomsuits, each time a source you control would deal damage this turn, it deals double that damage instead.
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Dual Nature
( 6)
Enchantment
Whenever a nontoken creature enters, its controller creates a token that's a copy of that creature. Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature. When Dual Nature leaves the battlefield, exile all tokens created with Dual Nature.
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Dual Shot
( 1)
Instant
Dual Shot deals 1 damage to each of up to two target creatures.
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Dual Strike
( 2)
Instant
When you next cast an instant or sorcery spell with mana value 4 or less this turn, copy that spell. You may choose new targets for the copy. 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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Dualcaster Mage
( 3)
Creature — Human Wizard
(2/2)
Flash When Dualcaster Mage enters, copy target instant or sorcery spell. You may choose new targets for the copy.
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Dub
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)
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Dubious Challenge
( 4)
Sorcery
Look at the top ten cards of your library, exile up to two creature cards from among them, then shuffle. Target opponent may choose one of the exiled cards and put it onto the battlefield under their control. Put the rest onto the battlefield under your control.
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Duchess, Wayward Tavernkeep
( 4)
Legendary Creature — Human Citizen
(4/3)
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it. , Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with ", Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
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Duct Crawler
( 1)
Creature — Insect
(1/1)
: Target creature can't block Duct Crawler this turn.
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Due Diligence
( 3)
Enchantment — Aura
Enchant creature When Due Diligence enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn. Enchanted creature gets +2/+2 and has vigilance.
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Due Respect
( 2)
Instant
Permanents enter tapped this turn. Draw a card.
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Duel for Dominance
( 2)
Instant
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (They each deal damage equal to their power to the other.)
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Duelcraft Trainer
( 4)
Creature — Human Soldier
(3/3)
First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
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Dueling Coach
( 4)
Creature — Human Monk
(2/2)
When Dueling Coach enters, put a +1/+1 counter on target creature. , : Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
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Dueling Grounds
( 3)
Enchantment
No more than one creature can attack each combat. No more than one creature can block each combat.
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Dueling Rapier
( 1)
Artifact — Equipment
Flash When Dueling Rapier enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Duelist of Deep Faith
( 2)
Creature — Phyrexian Soldier
(2/2)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) During your turn, Duelist of Deep Faith has first strike.
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Duelist of the Mind
( 2)
Creature — Human Advisor
(*/3)
Flying, vigilance Duelist of the Mind's power is equal to the number of cards you've drawn this turn. Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
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Duelists' Convocation International (playtest)
( 3)
Enchantment
When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down. Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out, you win the game.
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Duelist's Heritage
( 3)
Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
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Duergar Assailant
( 1)
Creature — Dwarf Soldier
(1/1)
Sacrifice Duergar Assailant: It deals 1 damage to target attacking or blocking creature.
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Duergar Cave-Guard
( 4)
Creature — Dwarf Warrior
(1/3)
Wither (This deals damage to creatures in the form of -1/-1 counters.) : Duergar Cave-Guard gets +1/+0 until end of turn.
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Duergar Hedge-Mage
( 3)
Creature — Dwarf Shaman
(2/2)
When Duergar Hedge-Mage enters, if you control two or more Mountains, you may destroy target artifact. When Duergar Hedge-Mage enters, if you control two or more Plains, you may destroy target enchantment.
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Duggan, Private Detective
( 4)
Legendary Creature — Human Detective
(*/*)
Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters or attacks, investigate. The Most Important Punch in History — , : Duggan deals damage equal to twice its power to another target creature. Activate only once.
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Duh
( 1)
Instant
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)
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Duke Ulder Ravengard
( 6)
Legendary Creature — Human Noble Soldier
(5/5)
At the beginning of combat on your turn, another target creature you control gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Dukhara Peafowl
( 4)
Artifact Creature — Bird
(2/4)
: Dukhara Peafowl gains flying until end of turn.
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Dukhara Scavenger
( 6)
Creature — Crocodile
(4/6)
When Dukhara Scavenger enters, you may put target artifact or creature card from your graveyard on top of your library.
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Dumb Ass
( 3)
Creature — Donkey Barbarian
(3{1/2}/2)
At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn.
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