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Magus of the Vineyard
( 1)
Creature — Human Wizard
(1/1)
At the beginning of each player's first main phase, that player adds .
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Mahamoti Djinn
( 6)
Creature — Djinn
(5/6)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Main Event Horizon
( 5)
Sorcery
As an additional cost to cast this spell, choose A through M or N through Z. Destroy each creature whose name begins with a letter in the chosen range.
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Makeshift Binding
( 3)
Enchantment
When Makeshift Binding enters, exile target creature an opponent controls until Makeshift Binding leaves the battlefield. You gain 2 life.
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Makeshift Mannequin
( 4)
Instant
Return target creature card from your graveyard to the battlefield with a mannequin counter on it. For as long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it."
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Makindi Ox
( 5)
Creature — Ox
(4/4)
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
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Makindi Patrol
( 3)
Creature — Human Knight Ally
(2/3)
Rally — Whenever Makindi Patrol or another Ally you control enters, creatures you control gain vigilance until end of turn.
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Makindi Shieldmate
( 3)
Creature — Kor Soldier Ally
(0/3)
Defender Whenever Makindi Shieldmate or another Ally you control enters, you may put a +1/+1 counter on Makindi Shieldmate.
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Makindi Sliderunner
( 2)
Creature — Beast
(2/1)
Trample Landfall — Whenever a land you control enters, Makindi Sliderunner gets +1/+1 until end of turn.
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Malady Invoker
( 0)
Creature — Phyrexian Treefolk
(3/3)
When this creature transforms into Malady Invoker, target creature an opponent controls gets -0/-X until end of turn, where X is Malady Invoker's power.
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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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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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Mana Chains
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has "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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Mana Drain
( 2)
Instant
Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's mana value.
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Manakin
( 2)
Artifact Creature — Construct
(1/1)
: Add .
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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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Manifold Insights
( 3)
Sorcery
Reveal the top ten cards of your library. Starting with the next opponent in turn order, each opponent chooses a different nonland card from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
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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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Many Partings
( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Marauding Boneslasher
( 3)
Creature — Zombie Minotaur
(3/3)
Marauding Boneslasher can't block unless you control another Zombie.
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Marauding Dreadship
( 3)
Artifact — Vehicle
(4/1)
Haste When Marauding Dreadship enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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Marauding Knight
( 4)
Creature — Phyrexian Zombie Knight
(2/2)
Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control.
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Marauding Looter
( 4)
Creature — Human Pirate
(4/3)
Raid — At the beginning of your end step, if you attacked this turn, you may draw a card. If you do, discard a card.
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Marauding Maulhorn
( 4)
Creature — Beast
(5/3)
Marauding Maulhorn attacks each combat if able unless you control a creature named Advocate of the Beast.
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Marauding Raptor
( 2)
Creature — Dinosaur
(2/3)
Creature spells you cast cost less to cast. Whenever another creature you control enters, Marauding Raptor deals 2 damage to it. If a Dinosaur is dealt damage this way, Marauding Raptor gets +2/+0 until end of turn.
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Marauding Sphinx
( 5)
Creature — Sphinx Rogue
(3/5)
Flying, vigilance, ward Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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March of Burgeoning Life
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
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March of Swirling Mist
( 1)
Instant
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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March of the Machines
( 4)
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
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Marchesa's Infiltrator
( 3)
Creature — Human Rogue
(1/1)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Marchesa's Infiltrator deals combat damage to a player, draw a card.
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Marching Duodrone
( 2)
Artifact Creature — Construct
(2/2)
Whenever Marching Duodrone attacks, each player creates a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Mardu Blazebringer
( 3)
Creature — Ogre Warrior
(4/4)
When Mardu Blazebringer attacks or blocks, sacrifice it at end of combat.
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Mari, the Killing Quill
( 3)
Legendary Creature — Vampire Assassin
(3/2)
Whenever a creature an opponent controls dies, exile it with a hit counter on it. Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."
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Marina Vendrell
( 5)
Legendary Creature — Human Warlock
(3/5)
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order. : Lock or unlock a door of target Room you control. Activate only as a sorcery.
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Marina Vendrell's Grimoire
( 6)
Legendary Artifact
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards. You have no maximum hand size and don't lose the game for having 0 or less life. Whenever you gain life, draw that many cards. Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
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Mark of Mutiny
( 3)
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and this turn.)
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Marsh Goblins
( 2)
Creature — Goblin
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Marshaling Cry
( 3)
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling (, Discard this card: Draw a card.) Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Marshaling the Troops
( 2)
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
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Marshdrinker Giant
( 5)
Creature — Giant Warrior
(4/3)
When Marshdrinker Giant enters, destroy target Island or Swamp an opponent controls.
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Marvin, Murderous Mimic
( 2)
Legendary Artifact Creature — Toy
(2/2)
Marvin, Murderous Mimic has all activated abilities of creatures you control that don't have the same name as this creature.
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Mascot Interception
( 4)
Sorcery
This spell costs less to cast if it targets a creature token. Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn.
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Mask of Intolerance
( 2)
Artifact
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to that player.
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Mass Diminish
( 2)
Sorcery
Until your next turn, creatures target player controls have base power and toughness 1/1. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Mass Mutiny
( 5)
Sorcery
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
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Master of Winds
( 4)
Creature — Sphinx Wizard
(1/4)
Flying When Master of Winds enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
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Master Trinketeer
( 3)
Creature — Dwarf Artificer
(3/2)
Servos and Thopters you control get +1/+1. : Create a 1/1 colorless Servo artifact creature token.
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Masterful Ninja
( 3)
Creature — Troll Ninja
(1/1)
Haste Reveal Masterful Ninja from your hand: Masterful Ninja is on the battlefield and in your hand until end of turn. : Masterful Ninja gets +1/+1 until end of turn.
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Mastermind Plum
( 3)
Legendary Creature — Human Wizard
(2/2)
Whenever Mastermind Plum attacks, exile up to one target card from a graveyard. If an artifact card was exiled this way, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
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Mastermind's Acquisition
( 4)
Sorcery
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
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Masterwork of Ingenuity
( 1)
Artifact — Equipment
You may have Masterwork of Ingenuity enter as a copy of any Equipment on the battlefield.
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Mauhúr, Uruk-hai Captain
( 2)
Legendary Creature — Orc Soldier
(2/2)
Menace If one or more +1/+1 counters would be put on an Army, Goblin, or Orc you control, that many plus one +1/+1 counters are put on it instead.
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Mavinda, Students' Advocate
( 3)
Legendary Creature — Bird Advisor
(2/3)
Flying : You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
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Mavren Fein, Dusk Apostle
( 3)
Legendary Creature — Vampire Cleric
(2/2)
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
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Maze Abomination
( 6)
Creature — Elemental
(4/5)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Multicolored creatures you control have deathtouch.
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Maze Sentinel
( 6)
Creature — Elemental
(3/6)
Vigilance Multicolored creatures you control have vigilance.
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Mazemind Tome
( 2)
Artifact
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) , , Put a page counter on this artifact: Draw a card. When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
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Mazzy, Truesword Paladin
( 4)
Legendary Creature — Halfling Knight
(3/4)
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn. Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
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Meandering Towershell
( 5)
Creature — Turtle
(5/9)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Meandering Towershell attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
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Meat Locker // Drowned Diner (Meat Locker)
( 3)
Enchantment — Room
When you unlock this door, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from 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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Meddling Kids
( 4)
Creature — Human Child
(2/3)
As Meddling Kids enters, choose a word with four or more letters. Spells with the chosen word in their text box can't be cast.
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Meddling Mage
( 2)
Creature — Human Wizard
(2/2)
As Meddling Mage enters, choose a nonland card name. Spells with the chosen name can't be cast.
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Meddling Youths
( 5)
Creature — Human Detective
(4/5)
Haste Whenever you attack with three or more creatures, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Medicine Bag
( 3)
Artifact
, , Discard a card: Regenerate target creature.
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Medicine Runner
( 2)
Creature — Elf Cleric
(2/1)
When Medicine Runner enters, you may remove a counter from target permanent.
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Meeting of Minds
( 4)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Draw two cards.
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Meishin, the Mind Cage
( 7)
Legendary Enchantment
All creatures get -X/-0, where X is the number of cards in your hand.
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Melira, the Living Cure
( 2)
Legendary Creature — Human Scout
(3/3)
If you would get one or more poison counters, instead you get one poison counter and you can't get additional poison counters this turn. Exile Melira, the Living Cure: Choose another target creature or artifact. When it's put into a graveyard this turn, return that card to the battlefield under its owner's control.
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Melt Terrain
( 4)
Sorcery
Destroy target land. Melt Terrain deals 2 damage to that land's controller.
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Melting
( 4)
Enchantment
All lands are no longer snow.
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Menacing Ogre
( 5)
Creature — Ogre
(3/3)
Trample, haste When Menacing Ogre enters, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre.
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Mending Hands
( 1)
Instant
Prevent the next 4 damage that would be dealt to any target this turn.
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Meng Huo, Barbarian King
( 5)
Legendary Creature — Human Barbarian Soldier
(4/4)
Other green creatures you control get +1/+1.
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Mercenary Informer
( 3)
Creature — Human Rebel Mercenary
(2/1)
Mercenary Informer can't be the target of black spells or abilities from black sources. : Put target nontoken Mercenary on the bottom of its owner's library.
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Merciless Harlequin
( 3)
Creature — Human Assassin
(2/1)
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.) When Merciless Harlequin enters, you draw a card and you lose 1 life.
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Merciless Javelineer
( 4)
Creature — Minotaur Warrior
(4/2)
, Discard a card: Put a -1/-1 counter on target creature. That creature can't block this turn.
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Merciless Repurposing
( 6)
Instant
Exile target creature. Incubate 3. (Create an Incubator token with three +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Mercy Killing
( 3)
Instant
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
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Merfolk Assassin
( 2)
Creature — Merfolk Assassin
(1/2)
: Destroy target creature with islandwalk.
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Merfolk Mistbinder
( 2)
Creature — Merfolk Shaman
(2/2)
Other Merfolk you control get +1/+1.
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Merfolk Wayfinder
( 3)
Creature — Merfolk Scout
(1/2)
Flying When Merfolk Wayfinder enters, reveal the top three cards of your library. Put all Island cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Merfolk Windrobber
( 1)
Creature — Merfolk Rogue
(1/1)
Flying Whenever Merfolk Windrobber deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.) Sacrifice Merfolk Windrobber: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
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Merrow Harbinger
( 4)
Creature — Merfolk Wizard
(2/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When Merrow Harbinger enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
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Merseine
( 4)
Enchantment — Aura
Enchant creature Merseine enters with three net counters on it. Enchanted creature doesn't untap during its controller's untap step if Merseine has a net counter on it. Pay enchanted creature's mana cost: Remove a net counter from Merseine. Only the controller of the enchanted creature may activate this ability.
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