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Shrine of Loyal Legions
( 2)
Artifact
At the beginning of your upkeep and whenever you cast a white spell, put a charge counter on Shrine of Loyal Legions. , , Sacrifice Shrine of Loyal Legions: Create a 1/1 colorless Phyrexian Myr artifact creature token for each charge counter on Shrine of Loyal Legions.
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Shrine of Piercing Vision
( 2)
Artifact
At the beginning of your upkeep and whenever you cast a blue spell, put a charge counter on Shrine of Piercing Vision. , Sacrifice Shrine of Piercing Vision: Look at the top X cards of your library, where X is the number of charge counters on Shrine of Piercing Vision. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Shrine Steward
( 5)
Artifact Creature — Construct
(3/2)
When Shrine Steward enters, you may search your library for an Aura or Shrine card, reveal it, put it into your hand, then shuffle.
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Shrink
( 1)
Instant
Target creature gets -5/-0 until end of turn.
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Shriveling Rot
( 4)
Instant
Choose one — • Until end of turn, whenever a creature is dealt damage, destroy it. • Until end of turn, whenever a creature dies, that creature's controller loses life equal to its toughness. Entwine (Choose both if you pay the entwine cost.)
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Shu Grain Caravan
( 3)
Creature — Human Soldier
(2/2)
When Shu Grain Caravan enters, you gain 2 life.
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Sibling Rivalry
( 4)
Sorcery
Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn. Create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Sibylline Soothsayer
( 3)
Creature — Human Warlock
(3/2)
Temporal Foresight — When Sibylline Soothsayer enters, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn't have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order.
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Sicarian Infiltrator
( 3)
Artifact Creature — Human Soldier
(1/2)
Flash Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Benediction of the Omnissiah — When Sicarian Infiltrator enters, draw a card.
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Sickening Dreams
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Sickening Dreams deals X damage to each creature and each player.
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Sickening Shoal
( 2)
Instant — Arcane
You may exile a black card with mana value X from your hand rather than pay this spell's mana cost. Target creature gets -X/-X until end of turn.
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Sidewinder Naga
( 3)
Creature — Snake Warrior
(3/2)
As long as you control a Desert or there is a Desert card in your graveyard, Sidewinder Naga gets +1/+0 and has trample.
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Sidewinder Sliver
( 1)
Creature — Sliver
(1/1)
All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)
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Siege Rhino
( 4)
Creature — Rhino
(4/5)
Trample When Siege Rhino enters, each opponent loses 3 life and you gain 3 life.
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Sigarda, Font of Blessings
( 4)
Legendary Creature — Angel
(4/4)
Flying Other permanents you control have hexproof. You may look at the top card of your library any time. You may cast Angel spells and Human spells from the top of your library.
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Sigardian Paladin
( 4)
Creature — Human Knight
(4/4)
As long as you've put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink. : Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
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Sigil Blessing
( 2)
Instant
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1.
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Sigil Captain
( 4)
Creature — Rhino Soldier
(3/3)
Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.
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Sigil of Distinction
( 0)
Artifact — Equipment
Sigil of Distinction enters with X charge counters on it. Equipped creature gets +1/+1 for each charge counter on Sigil of Distinction. Equip—Remove a charge counter from Sigil of Distinction.
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Sigiled Paladin
( 2)
Creature — Human Knight
(2/2)
First strike Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Sigiled Sentinel
( 3)
Creature — Human Knight
(2/2)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Vigilance
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Sigiled Skink
( 2)
Creature — Lizard
(2/1)
Whenever Sigiled Skink attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Sign in Blood
( 2)
Sorcery
Target player draws two cards and loses 2 life.
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Silburlind Snapper
( 6)
Creature — Turtle
(6/6)
Silburlind Snapper can't attack unless you've cast a noncreature spell this turn.
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Silent Assassin
( 2)
Creature — Human Mercenary Assassin
(2/1)
: Destroy target blocking creature at end of combat.
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Silent Sentinel
( 7)
Creature — Archon
(4/6)
Flying Whenever Silent Sentinel attacks, you may return target enchantment card from your graveyard to the battlefield.
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Silhana Wayfinder
( 2)
Creature — Elf Scout
(2/1)
When Silhana Wayfinder enters, look at the top four cards of your library. You may reveal a creature or land card from among them and put it on top of your library. Put the rest on the bottom of your library in a random order.
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Silkwing Scout
( 3)
Creature — Faerie Scout
(2/1)
Flying , Sacrifice Silkwing Scout: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Silumgar Assassin
( 2)
Creature — Human Assassin
(2/1)
Creatures with power greater than Silumgar Assassin's power can't block it. Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Silumgar Assassin is turned face up, destroy target creature with power 3 or less an opponent controls.
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Silumgar, the Drifting Death
( 6)
Legendary Creature — Dragon
(3/7)
Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
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Silvanus's Invoker
( 3)
Creature — Dragon Druid
(3/2)
Conjure Elemental — : Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It's still a land.
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Silver Scrutiny
( 2)
Sorcery
You may cast Silver Scrutiny as though it had flash if X is 3 or less. Draw X cards.
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Silverbeak Griffin
( 2)
Creature — Griffin
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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Silverblade Paladin
( 3)
Creature — Human Knight
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Silverblade Paladin is paired with another creature, both creatures have double strike.
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Silver-Inlaid Dagger
( 1)
Artifact — Equipment
Equipped creature gets +2/+0. As long as equipped creature is a Human, it gets an additional +1/+0. Equip
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Silverskin Armor
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and is an artifact in addition to its other types. Equip
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Silverwing Squadron
( 6)
Creature — Human Knight
(*/*)
Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever Silverwing Squadron attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
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Simian Sling
( 1)
Artifact Creature — Equipment Monkey
(1/1)
Equipped creature gets +1/+1. Whenever Simian Sling or equipped creature becomes blocked, it deals 1 damage to defending player. 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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Simic Initiate
( 1)
Creature — Human Mutant
(0/0)
Graft 1 (This creature enters with a +1/+1 counter on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
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Sin Collector
( 3)
Creature — Human Cleric
(2/1)
When Sin Collector enters, target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.
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Sin Prodder
( 3)
Creature — Devil
(3/2)
Menace At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
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Sindbad
( 2)
Creature — Human
(1/1)
: Draw a card and reveal it. If it isn't a land card, discard it.
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Sinew Sliver
( 2)
Creature — Sliver
(1/1)
All Sliver creatures get +1/+1.
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Singe
( 1)
Instant
Singe deals 1 damage to target creature. That creature becomes black until end of turn.
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Singe-Mind Ogre
( 4)
Creature — Ogre Mutant
(3/2)
When Singe-Mind Ogre enters, target player reveals a card at random from their hand, then loses life equal to that card's mana value.
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Singer of Swift Rivers
( 3)
Creature — Merfolk Shaman
(3/2)
Flash When Singer of Swift Rivers enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
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Singing Bell Strike
( 2)
Enchantment — Aura
Enchant creature When Singing Bell Strike enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has ": Untap this creature."
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Singing Tree
( 4)
Creature — Plant
(0/3)
: Target attacking creature has base power 0 until end of turn.
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Single Combat
( 5)
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
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Sinister Concierge
( 2)
Creature — Human Wizard
(2/1)
When Sinister Concierge dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
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Sinister Concoction
( 1)
Enchantment
, Pay 1 life, Mill a card, Discard a card, Sacrifice Sinister Concoction: Destroy target creature.
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Sinister Monolith
( 4)
Artifact
At the beginning of combat on your turn, each opponent loses 1 life and you gain 1 life. , Pay 2 life, Sacrifice Sinister Monolith: Draw two cards. Activate only as a sorcery.
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Sinister Possession
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 2 life.
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Sinister Reflections
( 2)
Instant
Conjure a duplicate of each of up to two target nontoken creatures you control into your hand.
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Sinister Sabotage
( 3)
Instant
Counter target spell. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Sinister Starfish
( 2)
Creature — Starfish
(0/3)
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Sinister Strength
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+1 and is black.
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Sinister Waltz
( 5)
Sorcery
Choose three target creature cards in your graveyard. Return two of them at random to the battlefield and put the other on the bottom of your library.
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Sink into Stupor
( 3)
Instant
Return target spell or nonland permanent an opponent controls to its owner's hand.
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Sink into Takenuma
( 4)
Sorcery — Arcane
Sweep — Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.
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Sinking Feeling
( 3)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has ", Put a -1/-1 counter on this creature: Untap this creature."
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Sinner's Judgment
( 0)
Enchantment — Aura Curse
Enchant player At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game. If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
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Sins of the Past
( 6)
Sorcery
Until end of turn, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Exile Sins of the Past.
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Sinstriker's Will
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature deals damage equal to its power to target attacking or blocking creature."
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Sinuous Benthisaur
( 6)
Creature — Dinosaur
(4/4)
When Sinuous Benthisaur enters, look at the top X cards of your library, where X is the number of Caves you control plus the number of Cave cards in your graveyard. Put two of those cards into your hand and the rest on the bottom of your library in a random order.
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Sinuous Predator
( 0)
Creature — Eldrazi Werewolf
(4/4)
Sinuous Predator can't be blocked by more than one creature.
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Sinuous Vermin
( 2)
Creature — Rat Horror
(2/2)
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as Sinuous Vermin is monstrous, it has menace. (It can't be blocked except by two or more creatures.)
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Siona, Captain of the Pyleas
( 3)
Legendary Creature — Human Soldier
(2/2)
When Siona, Captain of the Pyleas enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
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Siphon Insight
( 2)
Instant
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback
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Sire of Insanity
( 6)
Creature — Demon
(6/4)
At the beginning of each end step, each player discards their hand.
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Sisay's Ingenuity
( 1)
Enchantment — Aura
Enchant creature When Sisay's Ingenuity enters, draw a card. Enchanted creature has ": Target creature becomes the color of your choice until end of turn."
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Sizzling Barrage
( 2)
Instant
Sizzling Barrage deals 4 damage to target creature that blocked this turn.
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Sizzling Soloist
( 4)
Creature — Human Citizen
(3/2)
Alliance — Whenever another creature you control enters, target creature an opponent controls can't block this turn. If this is the second time this ability has resolved this turn, that creature attacks during its controller's next combat phase if able.
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Skaab Ruinator
( 3)
Creature — Zombie Horror
(5/6)
As an additional cost to cast this spell, exile three creature cards from your graveyard. Flying You may cast Skaab Ruinator from your graveyard.
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Skatewing Spy
( 4)
Creature — Vedalken Rogue Mutant
(2/3)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Each creature you control with a +1/+1 counter on it has flying.
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Skeletal Changeling
( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Regenerate Skeletal Changeling.
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Skeletal Scrying
( 1)
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. You draw X cards and you lose X life.
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Skeletal Swarming
( 5)
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control. At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
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Skewer Slinger
( 2)
Creature — Dwarf Knight
(1/3)
Reach Whenever Skewer Slinger blocks or becomes blocked by a creature, Skewer Slinger deals 1 damage to that creature.
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Skin Invasion
( 1)
Enchantment — Aura
Enchant creature Enchanted creature attacks each combat if able. When enchanted creature dies, return Skin Invasion to the battlefield transformed under your control.
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Skinbrand Goblin
( 2)
Creature — Goblin Warrior
(2/1)
Bloodrush — , Discard Skinbrand Goblin: Target attacking creature gets +2/+1 until end of turn.
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Skinrender
( 4)
Creature — Phyrexian Zombie
(3/3)
When Skinrender enters, put three -1/-1 counters on target creature.
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Skinshifter
( 2)
Creature — Human Shaman
(1/1)
: Choose one. Activate only once each turn. • Until end of turn, Skinshifter becomes a Rhino with base power and toughness 4/4 and gains trample. • Until end of turn, Skinshifter becomes a Bird with base power and toughness 2/2 and gains flying. • Until end of turn, Skinshifter becomes a Plant with base power and toughness 0/8.
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Skinwing
( 4)
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 +2/+2 and has flying. Equip
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Skittering Cicada
( 3)
Creature — Insect
(2/2)
Flash You may cast colorless spells as though they had flash. Whenever you cast a colorless spell, until end of turn, Skittering Cicada gains trample and gets +X/+X, where X is that spell's mana value.
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Skittering Crustacean
( 3)
Creature — Crab
(2/3)
: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) As long as Skittering Crustacean is monstrous, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
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