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Exclude
( 3)
Instant
Counter target creature spell. Draw a card.
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Exclusion Mage
( 3)
Creature — Human Wizard
(2/2)
When this creature enters, return target creature an opponent controls to its owner's hand.
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Exclusion Ritual
( 6)
Enchantment
Imprint — When Exclusion Ritual enters, exile target nonland permanent. Players can't cast spells with the same name as the exiled card.
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Excommunicate
( 3)
Sorcery
Put target creature on top of its owner's library.
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Excoriate
( 4)
Sorcery
Exile target tapped creature.
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Excruciator
( 8)
Creature — Avatar
(7/7)
Damage that would be dealt by Excruciator can't be prevented.
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Execute
( 3)
Instant
Destroy target white creature. It can't be regenerated. Draw a card.
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Executioner's Hood
( 2)
Artifact — Equipment
Equipped creature has intimidate. (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Executioner's Swing
( 2)
Instant
Target creature that dealt damage this turn gets -5/-5 until end of turn.
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Exemplar of Light
( 4)
Creature — Angel
(3/3)
Flying Whenever you gain life, put a +1/+1 counter on this creature. Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.
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Exemplar of Strength
( 2)
Creature — Human Warrior
(4/4)
When Exemplar of Strength enters, put three -1/-1 counters on target creature you control. Whenever Exemplar of Strength attacks, remove a -1/-1 counter from it. If you do, you gain 1 life.
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Exert Influence
( 5)
Sorcery
Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast this spell.
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Exhaustion
( 3)
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
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Exhibition Magician
( 3)
Creature — Human Wizard
(2/1)
When Exhibition Magician enters, choose one — • Create a 1/1 green and white Citizen creature token. • Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Exhilarating Elocution
( 4)
Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
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Exhume
( 2)
Sorcery
Each player puts a creature card from their graveyard onto the battlefield.
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Exhumer Thrull
( 6)
Creature — Thrull
(3/3)
Haunt (When this creature dies, exile it haunting target creature.) When Exhumer Thrull enters or the creature it haunts dies, return target creature card from your graveyard to your hand.
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Exile
( 3)
Instant
Exile target nonwhite attacking creature. You gain life equal to its toughness.
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Exile into Darkness
( 5)
Sorcery
Target player sacrifices a creature with mana value 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.
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Exiled Boggart
( 2)
Creature — Goblin Rogue
(2/2)
When Exiled Boggart dies, discard a card.
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Exiled Doomsayer
( 2)
Creature — Human Cleric
(1/2)
All morph costs cost more. (This doesn't affect the cost to cast creature spells face down.)
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Exit Specialist
( 2)
Creature — Human Detective
(2/1)
Exit Specialist can't be blocked by creatures with power 3 or greater. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When Exit Specialist is turned face up, return another target creature to its owner's hand.
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Exit Through the Grift Shop
( 3)
Sorcery
Yell "Who wants a souvenir?" and announce the name of a nonland card in your graveyard. Each player in an Un-game who can hear you may bid life. You start the bidding at 0. The high bidder loses life equal to the high bid. They copy the card and may cast the copy without paying its mana cost. If you didn't win the bid, you gain life equal to the high bid and create that many Treasure tokens.
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Exocrine
( 3)
Creature — Tyranid
(2/2)
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Bio-plasmic Barrage — When Exocrine enters, it deals X damage to each player and each other creature.
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Exorcise
( 2)
Sorcery
Exile target artifact, enchantment, or creature with power 4 or greater.
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Exorcist
( 2)
Creature — Human Cleric
(1/1)
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Exoskeletal Armor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.
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Exotic Curse
( 3)
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets -1/-1 for each basic land type among lands you control.
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Exotic Disease
( 5)
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
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Exotic Orchard
( 0)
Land
: Add one mana of any color that a land an opponent controls could produce.
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Exotic Pets
( 3)
Instant
Create two 1/1 blue Fish creature tokens with "This creature can't be blocked." Then for each kind of counter among creatures you control, put a counter of that kind on either of those tokens.
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Expand the Sphere
( 4)
Sorcery
Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Expanded Anatomy
( 3)
Sorcery — Lesson
Put two +1/+1 counters on target creature. It gains vigilance until end of turn.
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Expanding Ooze
( 3)
Creature — Ooze
(3/3)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever Expanding Ooze attacks, put a +1/+1 counter on target modified creature you control. (Equipment, Auras you control, and counters are modifications.)
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Expedite
( 1)
Instant
Target creature gains haste until end of turn. Draw a card.
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Expedited Inheritance
( 2)
Enchantment
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
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Expedition Champion
( 3)
Creature — Human Warrior
(2/3)
Expedition Champion gets +2/+0 as long as you control another Warrior.
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Expedition Diviner
( 4)
Creature — Merfolk Wizard
(3/2)
Flying As long as you control another Wizard, Expedition Diviner has "When this creature dies, draw a card."
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Expedition Healer
( 2)
Creature — Kor Cleric
(2/2)
Vigilance Expedition Healer has lifelink as long as you control another Cleric.
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Expedition Lookout
( 2)
Creature — Merfolk Rogue
(2/3)
Defender As long as an opponent has eight or more cards in their graveyard, Expedition Lookout can attack as though it didn't have defender and it can't be blocked.
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Expedition Map
( 1)
Artifact
, , Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
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Expedition Raptor
( 5)
Creature — Bird
(2/2)
Flying When Expedition Raptor enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
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Expedition Skulker
( 2)
Creature — Vampire Rogue
(2/2)
Expedition Skulker has deathtouch as long as you control another Rogue. (Any amount of damage it deals to a creature is enough to destroy it.)
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Expedition Supplier
( 3)
Creature — — Human Warrior
(2/2)
Whenever Expedition Supplier or another Human enters the battlefield under your control, conjure a card named Utility Knife onto the battlefield. This ability triggers only once each turn.
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Expel
( 3)
Instant
Exile target tapped creature.
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Expel from Orazca
( 2)
Instant
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
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Expel the Interlopers
( 5)
Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
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Expendable Lackey
( 1)
Creature — Human Citizen
(1/1)
, Exile Expendable Lackey from your graveyard: Create a 1/1 blue Fish creature token with "This creature can't be blocked." Activate only as a sorcery.
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Expendable Troops
( 2)
Creature — Human Soldier
(2/1)
, Sacrifice Expendable Troops: It deals 2 damage to target attacking or blocking creature.
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Decadent Dragon (Expensive Taste)
( 3)
Instant — Adventure
Exile the top two cards of target opponent's library face down. You may look at and play those cards for as long as they remain exiled.
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Experiment Kraj
( 6)
Legendary Creature — Ooze Mutant
(4/6)
Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it. : Put a +1/+1 counter on target creature.
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Experiment One
( 1)
Creature — Human Ooze
(1/1)
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.) Remove two +1/+1 counters from Experiment One: Regenerate Experiment One. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Experiment Twelve
( 4)
Creature — Elf Lizard Warrior
(4/4)
Trample Whenever Experiment Twelve or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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Experimental Augury
( 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. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Experimental Aviator
( 5)
Creature — Human Artificer
(0/3)
Flying When Experimental Aviator enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
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Experimental Confectioner
( 3)
Creature — Human Peasant
(2/3)
When Experimental Confectioner enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Whenever you sacrifice a Food, create a 1/1 black Rat creature token with "This creature can't block."
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Experimental Frenzy
( 4)
Enchantment
You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. You can't play lands or cast spells from your hand. : Destroy Experimental Frenzy.
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Experimental Lab // Staff Room (Experimental Lab)
( 4)
Enchantment — Room
When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that 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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Experimental Overload
( 4)
Sorcery
Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.
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Experimental Pilot
( 1)
Creature — — Human Pilot
(1/1)
Ward , Discard two cards: Draft a card from Experimental Pilot's spellbook. Experimental Pilot crews Vehicles as though its power were 2 greater.
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Experimental Synthesizer
( 1)
Artifact
When Experimental Synthesizer enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card. , Sacrifice Experimental Synthesizer: Create a 2/2 white Samurai creature token with vigilance. Activate only as a sorcery.
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Expert-Level Safe
( 2)
Artifact
When Expert-Level Safe enters, exile the top two cards of your library face down. , : You and target opponent each secretly choose 1, 2, or 3. Then those choices are revealed. If they match, sacrifice Expert-Level Safe and put all cards exiled with it into their owners' hands. Otherwise, exile the top card of your library face down.
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Exploding Borders
( 4)
Sorcery
Domain — Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Exploding Borders deals X damage to target player or planeswalker, where X is the number of basic land types among lands you control.
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Exploration
( 1)
Enchantment
You may play an additional land on each of your turns.
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Explore
( 2)
Sorcery
You may play an additional land this turn. Draw a card.
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Explore the Underdark
( 5)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.
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Explore the Vastlands
( 3)
Sorcery
Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
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Explorer's Cache
( 2)
Artifact
Explorer's Cache enters with two +1/+1 counters on it. Whenever a creature you control with a +1/+1 counter on it dies, put a +1/+1 counter on Explorer's Cache. : Move a +1/+1 counter from Explorer's Cache onto target creature. Activate only as a sorcery.
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Explorer's Scope
( 1)
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Explosion of Riches
( 6)
Sorcery
Draw a card, then each other player may draw a card. Whenever a card is drawn this way, Explosion of Riches deals 5 damage to target opponent chosen at random from among your opponents.
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Explosive Apparatus
( 1)
Artifact
, , Sacrifice Explosive Apparatus: It deals 2 damage to any target.
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Amethyst Dragon (Explosive Crystal)
( 5)
Sorcery — Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
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Explosive Derailment
( 1)
Instant
Spree (Choose one or more additional costs.) + — Explosive Derailment deals 4 damage to target creature. + — Destroy target artifact.
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Explosive Entry
( 2)
Sorcery
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
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Explosive Growth
( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
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Explosive Revelation
( 5)
Sorcery
Choose any target. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's mana value to that permanent or player. Put the nonland card into your hand and the rest on the bottom of your library in any order.
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Explosive Singularity
( 10)
Sorcery
As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs less to cast for each creature tapped this way. Explosive Singularity deals 10 damage to any target.
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Explosive Vegetation
( 4)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Expose Evil
( 2)
Instant
Tap up to two target creatures. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Expose the Culprit
( 2)
Instant
Choose one or both — • Turn target face-down creature face up. • Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
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Expressive Iteration
( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
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Expropriate
( 9)
Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
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Expunge
( 3)
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling (, Discard this card: Draw a card.)
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Exquisite Archangel
( 7)
Creature — Angel
(5/5)
Flying If you would lose the game, instead exile Exquisite Archangel and your life total becomes equal to your starting life total.
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Exquisite Blood
( 5)
Enchantment
Whenever an opponent loses life, you gain that much life.
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Exquisite Firecraft
( 3)
Sorcery
Exquisite Firecraft deals 4 damage to any target. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, this spell can't be countered.
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Exsanguinate
( 2)
Sorcery
Each opponent loses X life. You gain life equal to the life lost this way.
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Exsanguinator Cavalry
( 3)
Creature — Vampire Knight
(2/3)
Menace, lifelink Whenever a Knight you control deals combat damage to a player, put a +1/+1 counter on that creature and create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Exterminate!
( 3)
Sorcery
Replicate—Tap an untapped Dalek you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Destroy target creature. Its controller loses 3 life.
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