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Faerie Formation
( 5)
Creature — Faerie
(5/4)
Flying : Create a 1/1 blue Faerie creature token with flying. Draw a card.
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Failed Fording
( 2)
Instant
Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Falkenrath Forebear
( 3)
Creature — Vampire
(3/1)
Flying Falkenrath Forebear can't block. Whenever Falkenrath Forebear deals combat damage to a player, create a Blood token. , Sacrifice two Blood tokens: Return Falkenrath Forebear from your graveyard to the battlefield.
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Falkenrath Perforator
( 2)
Creature — Vampire
(2/1)
Whenever Falkenrath Perforator attacks, it deals 1 damage to defending player.
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Fate Foretold
( 2)
Enchantment — Aura
Enchant creature When Fate Foretold enters, draw a card. When enchanted creature dies, its controller draws a card.
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Final Fortune
( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Finch Formation
( 3)
Creature — Bird Scout
(2/2)
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.) Flying When this creature enters, target creature you control gains flying until end of turn.
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Fireforger's Puzzleknot
( 2)
Artifact
When Fireforger's Puzzleknot enters, it deals 1 damage to any target. , Sacrifice Fireforger's Puzzleknot: It deals 1 damage to any target.
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Firemind's Foresight
( 7)
Instant
Search your library for an instant card with mana value 3, reveal it, and put it into your hand. Then repeat this process for instant cards with mana values 2 and 1. Then shuffle.
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Fistful of Force
( 2)
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Flare of Fortitude
( 4)
Instant
You may sacrifice a nontoken white creature rather than pay this spell's mana cost. Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
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Flawless Forgery
( 5)
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell and you may choose a new target for the copy.) Exile target instant or sorcery card from an opponent's graveyard. Copy that card. You may cast the copy without paying its mana cost.
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Flickerform
( 2)
Enchantment — Aura
Enchant creature : Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
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For the Ancestors
( 3)
Instant
Choose a creature type. Look at the top six cards of your library. You may reveal any number of cards of the chosen type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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For the Common Good
( 1)
Sorcery
Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.
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For the Emperor!
( 4)
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
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For the Family
( 1)
Instant
Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.
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Foratog
( 3)
Creature — Atog
(1/2)
, Sacrifice a Forest: Foratog gets +2/+2 until end of turn.
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Foray of Orcs
( 4)
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Forbid
( 3)
Instant
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell.
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Forbidden Alchemy
( 3)
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Forbidden Crypt
( 5)
Enchantment
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard from anywhere, exile that card instead.
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Forbidden Friendship
( 2)
Sorcery
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
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Forbidden Lore
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Target creature gets +2/+1 until end of turn."
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Forbidden Orchard
( 0)
Land
: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.
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Forbidden Ritual
( 4)
Sorcery
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless that player sacrifices a permanent of their choice or discards a card. You may repeat this process any number of times.
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Forbidding Spirit
( 3)
Creature — Spirit Cleric
(3/3)
When Forbidding Spirit enters, until your next turn, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Forbidding Watchtower
( 0)
Land
Forbidding Watchtower enters tapped. : Add . : Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.
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Force Away
( 2)
Instant
Return target creature to its owner's hand. Ferocious — If you control a creature with power 4 or greater, you may draw a card. If you do, discard a card.
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Force Bubble
( 4)
Enchantment
If damage would be dealt to you, put that many depletion counters on Force Bubble instead. When there are four or more depletion counters on Force Bubble, sacrifice it. At the beginning of each end step, remove all depletion counters from Force Bubble.
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Force of Despair
( 3)
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered this turn.
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Force of Negation
( 3)
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Force of Rage
( 3)
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
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Force of Vigor
( 4)
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
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Force of Virtue
( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Force of Will
( 5)
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.
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Force Spike
( 1)
Instant
Counter target spell unless its controller pays .
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Force Void
( 3)
Instant
Counter target spell unless its controller pays . Draw a card at the beginning of the next turn's upkeep.
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Forced Adaptation
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
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Forced Fruition
( 6)
Enchantment
Whenever an opponent casts a spell, that player draws seven cards.
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Forced Landing
( 2)
Instant
Put target creature with flying on the bottom of its owner's library.
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Forced March
( 3)
Sorcery
Destroy all creatures with mana value X or less.
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Forced Retreat
( 3)
Sorcery
Put target creature on top of its owner's library.
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Forced Worship
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Return Forced Worship to its owner's hand.
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Forcefield
( 3)
Artifact
: The next time an unblocked creature of your choice would deal combat damage to you this turn, prevent all but 1 of that damage.
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Forceful Cultivator
( 4)
Creature — — Snake Shaman
(2/3)
This spell costs less to cast if there are no land cards in your hand. When Forceful Cultivator enters the battlefield, search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Forceful Denial
( 5)
Instant
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.) Counter target spell.
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Forcemage Advocate
( 2)
Creature — Centaur Shaman
(2/1)
: Return target card from an opponent's graveyard to their hand. Put a +1/+1 counter on target creature.
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Forebear's Blade
( 3)
Artifact — Equipment
Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach Forebear's Blade to target creature you control. Equip
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Foreboding Fruit
( 3)
Sorcery
Target player draws two cards and loses 2 life. Adamant — If at least three black mana was spent to cast this spell, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Foreboding Ruins
( 0)
Land
As Foreboding Ruins enters, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters tapped. : Add or .
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Foreboding Statue
( 3)
Artifact Creature — Construct
(1/2)
: Add one mana of any color. Put an omen counter on Foreboding Statue. At the beginning of your end step, if there are three or more omen counters on Foreboding Statue, untap it, then transform it.
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Foreboding Steamboat
( 5)
Artifact — Vehicle
(5/7)
When Foreboding Steamboat enters, each player chooses two nontoken, non-Vehicle creatures they control. Exile them until Foreboding Steamboat leaves the battlefield. Whenever Foreboding Steamboat attacks, put a card exiled with it into its owner's graveyard. If you do, investigate. Crew 2
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Forensic Gadgeteer
( 3)
Creature — Vedalken Artificer Detective
(2/3)
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
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Forensic Researcher
( 3)
Creature — Merfolk Detective
(1/3)
: Untap another target permanent you control. , Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Forerunner of Slaughter
( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
( 3)
Creature — Human Pirate
(2/2)
When Forerunner of the Coalition enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
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Forerunner of the Empire
( 4)
Creature — Human Soldier
(1/3)
When Forerunner of the Empire enters, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur you control enters, you may have Forerunner of the Empire deal 1 damage to each creature.
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Forerunner of the Heralds
( 4)
Creature — Merfolk Scout
(3/2)
When Forerunner of the Heralds enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on Forerunner of the Heralds.
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Forerunner of the Legion
( 3)
Creature — Vampire Knight
(2/2)
When Forerunner of the Legion enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
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Foresee
( 4)
Sorcery
Scry 4, then draw two cards.
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Foreshadow
( 2)
Instant
Choose a card name, then target opponent mills a card. If a card with the chosen name was milled this way, you draw a card. Draw a card at the beginning of the next turn's upkeep.
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Foresight
( 2)
Sorcery
Search your library for three cards, exile them, then shuffle. Draw a card at the beginning of the next turn's upkeep.
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Forest
( 0)
Basic Land — Forest
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Forethought Amulet
( 5)
Artifact
At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay . If an instant or sorcery source would deal 3 or more damage to you, it deals 2 damage to you instead.
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Forever Young
( 2)
Sorcery
Put any number of target creature cards from your graveyard on top of your library. Draw a card.
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Forfend
( 2)
Instant
Prevent all damage that would be dealt to creatures this turn.
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Forge Anew
( 3)
Enchantment
When Forge Anew enters, return target Equipment card from your graveyard to the battlefield. During your turn, you may activate equip abilities any time you could cast an instant. You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
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Forge Armor
( 5)
Instant
As an additional cost to cast this spell, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's mana value.
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Forge Boss
( 4)
Creature — Human Warrior
(3/4)
Whenever you sacrifice one or more other creatures, Forge Boss deals 2 damage to each opponent. This ability triggers only once each turn.
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Forge Devil
( 1)
Creature — Devil
(1/1)
When Forge Devil enters, it deals 1 damage to target creature and 1 damage to you.
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Forge of Heroes
( 0)
Land
: Add . : Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
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Forgeborn Oreads
( 4)
Enchantment Creature — Nymph
(4/2)
Constellation — Whenever Forgeborn Oreads or another enchantment you control enters, Forgeborn Oreads deals 1 damage to any target.
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Forgeborn Phoenix
( 3)
Artifact Creature — — Equipment Phoenix
(2/2)
Flying Equipped creature has flying. Whenever Forgeborn Phoenix or equipped creature dies, it perpetually gains "Whenever an equipped creature you control deals combat damage to a player or planeswalker, return this card from your graveyard to battlefield tapped." Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Forgehammer Centurion
( 3)
Creature — Phyrexian Warrior
(3/2)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, put an oil counter on Forgehammer Centurion. Whenever Forgehammer Centurion attacks, you may remove two oil counters from it. When you do, target creature can't block this turn.
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Forgestoker Dragon
( 6)
Creature — Dragon
(5/4)
Flying : Forgestoker Dragon deals 1 damage to target creature. That creature can't block this combat. Activate only if Forgestoker Dragon is attacking.
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Forget
( 2)
Sorcery
Target player discards two cards, then draws as many cards as they discarded this way.
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Forging the Anchor
( 3)
Sorcery
Look at the top five cards of your library. You may reveal any number of artifact cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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Forging the Tyrite Sword
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a Treasure token. III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
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Forgotten Ancient
( 4)
Creature — Elemental
(0/3)
Whenever a player casts a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.
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Forgotten Cave
( 0)
Land
Forgotten Cave enters tapped. : Add . Cycling (, Discard this card: Draw a card.)
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Walk-In Closet // Forgotten Cellar (Forgotten Cellar)
( 5)
Enchantment — Room
When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead. (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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Forgotten Creation
( 4)
Creature — Zombie Horror
(3/3)
Skulk (This creature can't be blocked by creatures with greater power.) At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
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Forgotten Harvest
( 2)
Enchantment
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
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Forgotten Lore
( 1)
Sorcery
Target opponent chooses a card in your graveyard. You may pay . If you do, repeat this process except that opponent can't choose a card already chosen for Forgotten Lore. Then put the last chosen card into your hand.
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Forgotten Monument
( 0)
Land — Cave
: Add . Other Caves you control have ", Pay 1 life: Add one mana of any color."
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Foriysian Brigade
( 4)
Creature — Human Soldier
(2/4)
Foriysian Brigade can block an additional creature each combat.
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Foriysian Interceptor
( 4)
Creature — Human Soldier
(0/5)
Flash (You may cast this spell any time you could cast an instant.) Defender Foriysian Interceptor can block an additional creature each combat.
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Foriysian Totem
( 3)
Artifact
: Add . : Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn. As long as Foriysian Totem is a creature, it can block an additional creature each combat.
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