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Abzan Kin-Guard
( 4)
Creature — Human Warrior
(3/3)
Abzan Kin-Guard has lifelink as long as you control a white or black permanent.
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Adanto Vanguard
( 2)
Creature — Vampire Soldier
(1/1)
As long as Adanto Vanguard is attacking, it gets +2/+0. Pay 4 life: Adanto Vanguard gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Adaptive Gemguard
( 4)
Artifact Creature — Gnome
(3/3)
Tap two untapped artifacts and/or creatures you control: Put a +1/+1 counter on Adaptive Gemguard. Activate only as a sorcery.
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Adriana, Captain of the Guard
( 5)
Legendary Creature — Human Knight
(4/4)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
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Advanced Hoverguard
( 4)
Creature — Drone
(2/2)
Flying : Advanced Hoverguard gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Affa Guard Hound
( 3)
Creature — Dog
(2/2)
Flash (You may cast this spell any time you could cast an instant.) When Affa Guard Hound enters, target creature gets +0/+3 until end of turn.
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Akroan Skyguard
( 2)
Creature — Human Soldier
(1/1)
Flying Heroic — Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard.
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Alesha's Vanguard
( 4)
Creature — Orc Warrior
(3/3)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Alpha Guard
( 2)
Creature — Elf Employee
(1/2)
When Alpha Guard enters, choose a letter. : Untap another target permanent whose name starts with the chosen letter.
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Anaba Bodyguard
( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Angelic Guardian
( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Armory Guard
( 4)
Creature — Giant Soldier
(2/5)
Armory Guard has vigilance as long as you control a Gate.
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Axebane Guardian
( 3)
Creature — Human Druid
(0/3)
Defender : Add X mana in any combination of colors, where X is the number of creatures you control with defender.
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Azorius Skyguard
( 6)
Creature — Human Knight
(3/3)
Flying, first strike Creatures your opponents control get -1/-0.
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Guardian Naga (Banishing Coils)
( 3)
Instant — Adventure
Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
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Basilica Guards
( 3)
Creature — Human Soldier
(1/4)
Defender Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Stormkeld Vanguard (Bear Down)
( 2)
Sorcery — Adventure
Destroy target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
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Benalish Honor Guard
( 2)
Creature — Human Knight
(2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
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Benevolent Bodyguard
( 1)
Creature — Human Cleric
(1/1)
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
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Beregond of the Guard
( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever Beregond of the Guard or another Human you control enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Border Guardian
( 4)
Artifact Creature — Knight
(1/1)
Whenever you cast a silver-bordered spell, put a +1/+1 counter on Border Guardian. Whenever you cast a black-bordered spell, Border Guardian can't be blocked this turn. Whenever you cast a white-bordered spell, Border Guardian gains double strike until end of turn.
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Brambleguard Captain
( 4)
Creature — Mouse Soldier
(2/3)
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is Brambleguard Captain's power.
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Brambleguard Veteran
( 3)
Creature — Raccoon Warrior
(3/4)
Whenever you expend 4, Raccoons you control get +1/+1 and gain vigilance until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
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Brokers' Safeguard
( 2)
Instant
Exile target nonartifact creature you control. It perpetually gains "This creature enters the battlefield with an additional shield counter on it." Then return that card to the battlefield under its owner's control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
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Bronze Guardian
( 5)
Artifact Creature — Golem
(*/5)
Double strike Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Other artifacts you control have ward . Bronze Guardian's power is equal to the number of artifacts you control.
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Burrowguard Mentor
( 2)
Creature — Rabbit Soldier
(*/*)
Trample Burrowguard Mentor's power and toughness are each equal to the number of creatures you control.
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Bushy Bodyguard
( 2)
Creature — Squirrel Warrior
(2/1)
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.) When this creature enters, you may forage. If you do, put two +1/+1 counters on it. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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Caldaia Guardian
( 4)
Creature — Human Soldier
(4/3)
Whenever Caldaia Guardian or another creature you control with mana value 4 or greater dies, create two 1/1 green and white Citizen creature tokens. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Centaur Safeguard
( 3)
Creature — Centaur Warrior
(3/1)
( can be paid with either or .) When Centaur Safeguard dies, you may gain 3 life.
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Ceremonial Guard
( 3)
Creature — Human Soldier
(3/4)
When Ceremonial Guard attacks or blocks, destroy it at end of combat.
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Charismatic Vanguard
( 3)
Creature — Dwarf Soldier
(3/2)
: Creatures you control get +1/+1 until end of turn.
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Coalition Honor Guard
( 4)
Creature — Human Flagbearer
(2/4)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
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Consul's Shieldguard
( 4)
Creature — Dwarf Soldier
(3/4)
When Consul's Shieldguard enters, you get (two energy counters). Whenever Consul's Shieldguard attacks, you may pay . If you do, another target attacking creature gains indestructible until end of turn.
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Contractual Safeguard
( 3)
Instant
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
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Coppercoat Vanguard
( 2)
Creature — Human Soldier
(2/2)
Each other Human you control gets +1/+0 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Council Guardian
( 6)
Creature — Giant Soldier
(5/5)
Will of the council — When Council Guardian enters, starting with you, each player votes for blue, black, red, or green. Council Guardian gains protection from each color with the most votes or tied for most votes.
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Cradle Guard
( 3)
Creature — Treefolk
(4/4)
Trample Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Craig Boone, Novac Guard
( 3)
Legendary Creature — Human Soldier
(3/3)
Reach, lifelink One for My Baby — Whenever you attack with two or more creatures, put two quest counters on Craig Boone, Novac Guard. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature's controller has Craig Boone deal that much damage to them.
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Crimson Honor Guard
( 5)
Creature — Vampire Knight
(4/5)
Trample At the beginning of each player's end step, Crimson Honor Guard deals 4 damage to that player unless they control a commander.
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Dauntless Bodyguard
( 1)
Creature — Human Knight
(2/1)
As Dauntless Bodyguard enters, choose another creature you control. Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
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Defiant Vanguard
( 3)
Creature — Human Rebel
(2/2)
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
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Distract the Guards
( 3)
Sorcery
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Create three 1/1 white Human Rogue creature tokens.
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Dragonsguard Elite
( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on Dragonsguard Elite. : Double the number of +1/+1 counters on Dragonsguard Elite.
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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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Easterling Vanguard
( 2)
Creature — Human Warrior
(2/1)
When Easterling Vanguard dies, amass Orcs 1. (Put a +1/+1 counter 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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Elite Guardmage
( 4)
Creature — Human Wizard
(2/3)
Flying When Elite Guardmage enters, you gain 3 life and draw a card.
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Elite Scaleguard
( 5)
Creature — Human Soldier
(2/3)
When Elite Scaleguard enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.) Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
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Elvish Vanguard
( 2)
Creature — Elf Warrior
(1/1)
Whenever another Elf enters, put a +1/+1 counter on Elvish Vanguard.
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Emperor's Vanguard
( 4)
Creature — Human Scout
(4/3)
Whenever Emperor's Vanguard deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Fallaji Vanguard
( 4)
Creature — Human Soldier
(2/3)
First strike Whenever Fallaji Vanguard or another creature you control enters, target creature gets +2/+0 until end of turn.
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Felidar Guardian
( 4)
Creature — Cat Beast
(1/4)
When Felidar Guardian enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
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Fierce Guardianship
( 3)
Instant
If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.
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Flaming Fist Duskguard
( 2)
Creature — — Dwarf Soldier
(3/1)
When Flaming Fist Duskguard enters the battlefield, you get a boon with "When you cast your next creature spell, it perpetually gets +1/+0."
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Fludge, Gunk Guardian (playtest)
( 5)
Legendary Creature — — Slug Ooze
(5/5)
Whenever Fludge, Gunk Guardian or another Slug, Ooze, Fungus, or Mutant enters the battlefield under your control, each opponent shuffles three Gunk cards into their library. (Gunk is a colorless sorcery card with no mana cost that has cycling .)
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Gavony Dawnguard
( 3)
Creature — Human Soldier
(3/3)
Ward If it's neither day nor night, it becomes day as Gavony Dawnguard enters. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Gearsmith Guardian
( 5)
Artifact Creature — Construct
(3/5)
Gearsmith Guardian gets +2/+0 as long as you control a blue creature.
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Gods' Hall Guardian
( 6)
Creature — Cat
(3/6)
Vigilance 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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Golden Guardian
( 4)
Artifact Creature — Golem
(4/4)
Defender : Golden Guardian fights another target creature you control. When Golden Guardian dies this turn, return it to the battlefield transformed under your control.
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Goma Fada Vanguard
( 2)
Creature — Human Warrior
(2/2)
Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
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Great Oak Guardian
( 6)
Creature — Treefolk
(4/5)
Flash (You may cast this spell any time you could cast an instant.) Reach When Great Oak Guardian enters, creatures target player controls get +2/+2 until end of turn. Untap them.
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Grim Guardian
( 3)
Enchantment Creature — Zombie
(1/4)
Constellation — Whenever Grim Guardian or another enchantment you control enters, each opponent loses 1 life.
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Growth-Chamber Guardian
( 2)
Creature — Elf Crab Warrior
(2/2)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Growth-Chamber Guardian, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
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Gryff Vanguard
( 5)
Creature — Human Knight
(3/2)
Flying When Gryff Vanguard enters, draw a card.
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Ferocious Werefox (Guard Change)
( 2)
Instant — Adventure
Create a Monster Role token attached to target creature you control. (Enchanted creature gets +1/+1 and has trample.)
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Guard Duty
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender.
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Guard Gomazoa
( 3)
Creature — Jellyfish
(1/3)
Defender, flying Prevent all combat damage that would be dealt to Guard Gomazoa.
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Guarded Heir
( 6)
Creature — Human Noble
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, create two 3/3 white Knight creature tokens.
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Guardian Angel
( 1)
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
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Guardian Archon
( 6)
Creature — Archon
(5/5)
Flying As Guardian Archon enters, secretly choose an opponent. Reveal the player you chose: You and target permanent you control each gain protection from the chosen player until end of turn. Activate only once.
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Guardian Augmenter
( 3)
Creature — Troll Wizard
(2/2)
Flash Commander creatures you control get +2/+2. Commanders you control have hexproof.
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Guardian Automaton
( 4)
Artifact Creature — Construct
(3/3)
When Guardian Automaton dies, you gain 3 life.
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Guardian Beast
( 4)
Creature — Beast
(2/4)
As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they have indestructible, and other players can't gain control of them. This effect doesn't remove Auras already attached to those artifacts.
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Guardian Gladewalker
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) When Guardian Gladewalker enters, put a +1/+1 counter on target creature.
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Guardian Idol
( 2)
Artifact
Guardian Idol enters tapped. : Add . : Guardian Idol becomes a 2/2 Golem artifact creature until end of turn.
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Guardian Kirin
( 4)
Creature — Kirin
(2/3)
Flying Whenever another creature you control dies, put a +1/+1 counter on Guardian Kirin.
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Guardian Lions
( 5)
Creature — Cat
(1/6)
Vigilance (Attacking doesn't cause this creature to tap.)
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Guardian Naga
( 7)
Creature — Snake
(5/6)
Vigilance During your turn, prevent all damage that would be dealt to Guardian Naga.
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Guardian of Cloverdell
( 7)
Creature — Treefolk Shaman
(4/5)
When Guardian of Cloverdell enters, create three 1/1 white Kithkin Soldier creature tokens. , Sacrifice a Kithkin: You gain 1 life.
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Guardian of Faith
( 3)
Creature — Spirit Knight
(3/2)
Flash Vigilance When Guardian of Faith enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
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Guardian of Ghirapur
( 3)
Creature — Angel
(3/3)
Flying When Guardian of Ghirapur enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Guardian of New Benalia
( 2)
Creature — Human Soldier
(2/2)
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.) Whenever Guardian of New Benalia enlists a creature, scry 2. Discard a card: Guardian of New Benalia gains indestructible until end of turn. Tap it.
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Guardian of Pilgrims
( 2)
Creature — Spirit Cleric
(2/2)
When Guardian of Pilgrims enters, target creature gets +1/+1 until end of turn.
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Guardian of Solitude
( 2)
Creature — Spirit
(1/2)
Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn.
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Guardian of Tazeem
( 5)
Creature — Sphinx
(4/5)
Flying Landfall — Whenever a land you control enters, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
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Guardian of the Ages
( 7)
Artifact Creature — Golem
(7/7)
Defender (This creature can't attack.) When a creature attacks you or a planeswalker you control, if Guardian of the Ages has defender, it loses defender and gains trample.
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Guardian of the Forgotten
( 4)
Creature — Elephant Warrior
(4/4)
Vigilance Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put the top card of your library onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Guardian of the Gateless
( 5)
Creature — Angel
(3/3)
Flying Guardian of the Gateless can block any number of creatures. Whenever Guardian of the Gateless blocks, it gets +1/+1 until end of turn for each creature it's blocking.
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Guardian of the Great Conduit
( 4)
Creature — Elemental
(2/4)
Reach (This creature can block creatures with flying.) As long as you control a Nissa planeswalker, Guardian of the Great Conduit gets +2/+0 and has vigilance. (Attacking doesn't cause it to tap.)
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