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Malakir Soothsayer
( 5)
Creature — Vampire Shaman Ally
(4/4)
Cohort — , Tap an untapped Ally you control: You draw a card and you lose 1 life.
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Malamet Battle Glyph
( 1)
Sorcery
Choose target creature you control and target creature you don't control. If the creature you control entered this turn, put a +1/+1 counter on it. Then those creatures fight each other.
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Malamet Brawler
( 2)
Creature — Cat Warrior
(2/2)
Whenever Malamet Brawler attacks, target attacking creature gains trample until end of turn.
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Malamet Scythe
( 3)
Artifact — Equipment
Flash When Malamet Scythe enters, attach it to target creature you control. Equipped creature gets +2/+2. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Malamet Veteran
( 5)
Creature — Cat Warrior
(5/4)
Trample Descend 4 — Whenever Malamet Veteran attacks, if there are four or more permanent cards in your graveyard, put a +1/+1 counter on target creature.
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Malamet War Scribe
( 5)
Creature — Cat Warrior
(4/3)
When Malamet War Scribe enters, creatures you control get +2/+1 until end of turn.
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Malanthrope
( 3)
Creature — Tyranid
(2/2)
Flying Scavenge the Dead — When Malanthrope enters, exile target player's graveyard. Put a +1/+1 counter on Malanthrope for each creature card exiled this way.
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Malcator, Purity Overseer
( 3)
Legendary Creature — Phyrexian Elephant Wizard
(1/1)
When Malcator, Purity Overseer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. At the beginning of your end step, if three or more artifacts entered the battlefield under your control this turn, create a 3/3 colorless Phyrexian Golem artifact creature token.
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Malcator's Watcher
( 2)
Artifact Creature — Phyrexian Drone
(1/1)
Flying, vigilance When Malcator's Watcher dies, draw a card.
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Malcolm, Alluring Scoundrel
( 2)
Legendary Creature — Siren Pirate
(2/1)
Flash Flying Whenever Malcolm, Alluring Scoundrel deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
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Malcolm, Keen-Eyed Navigator
( 3)
Legendary Creature — Siren Pirate
(2/2)
Flying Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Partner (You can have two commanders if both have partner.)
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Malcolm, the Eyes
( 2)
Legendary Creature — Siren Pirate
(2/2)
Flying, haste Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Malefic Scythe
( 2)
Artifact — Equipment
Malefic Scythe enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on Malefic Scythe. Whenever equipped creature dies, put a soul counter on Malefic Scythe. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Malevolent Chandelier
( 6)
Artifact Creature — Construct
(4/4)
Flying : Put target card from a graveyard on the bottom of its owner's library. Activate only as a sorcery.
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Malevolent Noble
( 2)
Creature — Human Noble
(2/2)
, Sacrifice an artifact or another creature: Put a +1/+1 counter on Malevolent Noble.
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Malevolent Rumble
( 2)
Sorcery
Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this creature: Add ."
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Malevolent Whispers
( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn. 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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Malevolent Witchkite
( 6)
Creature — Dragon Warlock
(5/4)
Flying When Malevolent Witchkite enters, sacrifice any number of artifacts, enchantments, and/or tokens, then draw that many cards.
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Malfegor
( 6)
Legendary Creature — Demon Dragon
(6/6)
Flying When Malfegor enters, discard your hand. Each opponent sacrifices a creature for each card discarded this way.
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Malicious Advice
( 2)
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.
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Malicious Eclipse
( 3)
Sorcery
All creatures get -2/-2 until end of turn. If a creature an opponent controls would die this turn, exile it instead.
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Malicious Intent
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ": Target creature can't block this turn."
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Malicious Invader
( 0)
Creature — Vampire
(3/3)
Flying Malicious Invader gets +2/+0 as long as an opponent controls a Human.
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Malleable Impostor
( 4)
Creature — Faerie Shapeshifter
(0/0)
Flash Flying You may have Malleable Impostor enter as a copy of a creature an opponent controls, except it's a Faerie Shapeshifter in addition to its other types and it has flying.
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Mammoth Harness
( 4)
Enchantment — Aura
Enchant creature Enchanted creature loses flying. Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.
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Mammoth Spider
( 5)
Creature — Spider
(3/5)
Reach (This creature can block creatures with flying.)
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Man of Measure
( 3)
Creature — Human Knight
(2/2)
As long as you're shorter than an opponent, Man of Measure gets +0/+1 and has first strike. As long as you're taller than an opponent, Man of Measure gets +1/+0.
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Mana Breach
( 3)
Enchantment
Whenever a player casts a spell, that player returns a land they control to its owner's hand.
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Mana Cache
( 3)
Enchantment
At the beginning of each player's end step, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add . Any player may activate this ability but only during their turn before the end step.
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Mana Echoes
( 4)
Enchantment
Whenever a creature enters, you may add an amount of equal to the number of creatures you control that share a creature type with it.
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Mana Flare
( 3)
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
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Mana Geode
( 3)
Artifact
When Mana Geode enters, scry 1. : Add one mana of any color.
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Mana Geyser
( 5)
Sorcery
Add for each tapped land your opponents control.
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Mana Leak
( 2)
Instant
Counter target spell unless its controller pays .
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Mana Leech
( 3)
Creature — Leech
(1/1)
You may choose not to untap Mana Leech during your untap step. : Tap target land. It doesn't untap during its controller's untap step for as long as Mana Leech remains tapped.
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Mana Maze
( 2)
Enchantment
Players can't cast spells that share a color with the spell most recently cast this turn.
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Mana Reflection
( 6)
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead.
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Mana Seism
( 2)
Sorcery
Sacrifice any number of lands, then add that much .
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Mana Severance
( 2)
Sorcery
Search your library for any number of land cards, exile them, then shuffle.
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Mana Skimmer
( 4)
Creature — Leech
(2/2)
Flying Whenever Mana Skimmer deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.
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Mana Tithe
( 1)
Instant
Counter target spell unless its controller pays .
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Mana Vortex
( 3)
Enchantment
When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land. When there are no lands on the battlefield, sacrifice Mana Vortex.
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Mana Web
( 3)
Artifact
Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce.
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Mana-Charged Dragon
( 6)
Creature — Dragon
(5/5)
Flying, trample Join forces — Whenever Mana-Charged Dragon attacks or blocks, each player starting with you may pay any amount of mana. Mana-Charged Dragon gets +X/+0 until end of turn, where X is the total amount of mana paid this way.
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Manacles of Decay
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Enchanted creature gets -1/-1 until end of turn. : Enchanted creature can't block this turn.
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Manaforce Mace
( 4)
Artifact — Equipment
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control. Equip
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Manaform Hellkite
( 4)
Creature — Dragon
(4/4)
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
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Managorger Hydra
( 3)
Creature — Hydra
(1/1)
Trample Whenever a player casts a spell, put a +1/+1 counter on Managorger Hydra.
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Managorger Phoenix
( 2)
Creature — — Phoenix
(2/2)
Flying Managorger Phoenix can't block. Whenever you cast a spell, if Managorger Phoenix is in your graveyard, put a flame counter on Managorger Phoenix for each in that spell's mana cost. If Managorger Phoenix has five or more flame counters on it, return it to the battlefield and it perpetually gets +1/+1.
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Manamorphose
( 2)
Instant
Add two mana in any combination of colors. Draw a card.
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Manascape Refractor
( 3)
Artifact
Manascape Refractor enters tapped. Manascape Refractor has all activated abilities of all lands on the battlefield. You may spend mana as though it were mana of any color to pay the activation costs of Manascape Refractor's abilities.
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Manaweft Sliver
( 2)
Creature — Sliver
(1/1)
Sliver creatures you control have ": Add one mana of any color."
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Mandate of Abaddon
( 4)
Sorcery
Choose target creature you control. Destroy all creatures with power less than that creature's power.
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Mandate of Peace
( 2)
Instant
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
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Mandatory Friendship Shackles
( 0)
Artifact — Contraption
Whenever you crank Mandatory Friendship Shackles, target creature gets -1/-1 until end of turn.
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Mandible Justiciar
( 2)
Artifact Creature — Phyrexian Cleric
(2/1)
Lifelink Whenever another artifact you control enters, Mandible Justiciar gets +1/+1 until end of turn.
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Mandibular Kite
( 1)
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 flying. Equip
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Mangara, the Diplomat
( 4)
Legendary Creature — Human Cleric
(2/4)
Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.
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Mangara's Blessing
( 3)
Instant
You gain 5 life. When a spell or ability an opponent controls causes you to discard Mangara's Blessing, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at the beginning of the next end step.
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Mangara's Equity
( 3)
Enchantment
As Mangara's Equity enters, choose black or red. At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay . Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals that much damage to that creature.
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Mangara's Tome
( 5)
Artifact
When Mangara's Tome enters, search your library for five cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library. : The next time you would draw a card this turn, instead put the top card of the exiled pile into its owner's hand.
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Manglehorn
( 3)
Creature — Beast
(2/2)
When Manglehorn enters, you may destroy target artifact. Artifacts your opponents control enter tapped.
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Maniacal Rage
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't block.
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Manic Scribe
( 2)
Creature — Human Wizard
(0/3)
When Manic Scribe enters, each opponent mills three cards. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
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Manifest Dread
( 2)
Sorcery
Manifest dread. (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.)
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Manifestation Sage
( 4)
Creature — Human Wizard
(2/2)
When Manifestation Sage enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
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Manifold Mouse
( 2)
Creature — Mouse Soldier
(1/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
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Manipulate Fate
( 2)
Sorcery
Search your library for three cards, exile them, then shuffle. Draw a card.
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Manor Gargoyle
( 5)
Artifact Creature — Gargoyle
(4/4)
Defender Manor Gargoyle has indestructible as long as it has defender. : Until end of turn, Manor Gargoyle loses defender and gains flying.
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Manor Gate
( 0)
Land — Gate
Manor Gate enters tapped. As Manor Gate enters, choose a color other than green. : Add or one mana of the chosen color.
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Manor Skeleton
( 2)
Creature — Skeleton
(1/1)
Haste : Regenerate Manor Skeleton.
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Manta Riders
( 1)
Creature — Merfolk
(1/1)
: Manta Riders gains flying until end of turn.
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Manticore
( 4)
Creature — Manticore
(2/1)
Flash Flying Tail Spikes — When Manticore enters, destroy target creature an opponent controls that was dealt damage this turn.
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Manticore Eternal
( 5)
Creature — Zombie Manticore
(5/4)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Manticore Eternal attacks each combat if able.
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Manticore of the Gauntlet
( 5)
Creature — Manticore
(5/4)
When Manticore of the Gauntlet enters, put a -1/-1 counter on target creature you control. Manticore of the Gauntlet deals 3 damage to target opponent or planeswalker.
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Mantis Engine
( 5)
Artifact Creature — Insect
(3/3)
: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) : Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Mantle of Leadership
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters, enchanted creature gets +2/+2 until end of turn.
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Mantle of the Ancients
( 5)
Enchantment — Aura
Enchant creature you control When Mantle of the Ancients enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
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Mantle of the Wolf
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When Mantle of the Wolf is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
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Mantle of Tides
( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Mantle of Webs
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
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Map the Frontier
( 4)
Sorcery
Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
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Map the Wastes
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Maraleaf Rider
( 2)
Creature — Elf Knight
(3/1)
Sacrifice a Food: Target creature blocks Maraleaf Rider this turn if able.
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Maralen of the Mornsong
( 3)
Legendary Creature — Elf Wizard
(2/3)
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
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Marang River Prowler
( 3)
Creature — Human Rogue
(2/1)
Marang River Prowler can't block and can't be blocked. You may cast Marang River Prowler from your graveyard as long as you control a black or green permanent.
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Marath, Will of the Wild
( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath, Will of the Wild enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. , Remove X +1/+1 counters from Marath: Choose one — • Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
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