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Tandem Lookout
( 3)
Creature — Human Scout
(2/1)
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 Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
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Tandem Takedown
( 3)
Instant
Up to two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to another target creature, planeswalker, or battle.
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Tangle Hulk
( 5)
Artifact Creature — Phyrexian Beast
(5/3)
: Regenerate Tangle Hulk.
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Tangle Kelp
( 1)
Enchantment — Aura
Enchant creature When Tangle Kelp enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn.
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Tangled Skyline
( 5)
Enchantment
When Tangled Skyline enters, you gain 5 life and incubate 5. (Create an Incubator token with five +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control have reach.
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Tanglespan Bridgeworks
( 0)
Land
As Tanglespan Bridgeworks enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Tanglespan Lookout
( 3)
Creature — Satyr
(2/3)
Whenever an Aura you control enters, draw a card.
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Tangletrove Kelp
( 7)
Artifact Creature — Clue Plant
(6/6)
Ward At the beginning of each combat, other Clues you control become 6/6 Plant creatures in addition to their other types until end of turn. , Sacrifice Tangletrove Kelp: Draw a card.
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Tanglewalker
( 3)
Creature — Dryad
(2/2)
Each creature you control can't be blocked as long as defending player controls an artifact land.
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Tanuki Transplanter
( 4)
Artifact Creature — Equipment Dog
(2/4)
Whenever Tanuki Transplanter or equipped creature attacks, add an amount of equal to its power. Until end of turn, you don't lose this mana as steps and phases end. 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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Taranika, Akroan Veteran
( 3)
Legendary Creature — Human Soldier
(3/3)
Vigilance Whenever Taranika, Akroan Veteran attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible.
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Targeting Rocket
( 0)
Artifact — Contraption
Whenever you crank Targeting Rocket, target creature blocks this turn if able.
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Tariel, Reckoner of Souls
( 7)
Legendary Creature — Angel
(4/7)
Flying, vigilance : Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control.
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Task Force
( 3)
Creature — Human Rebel
(1/3)
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
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Task Mage Assembly
( 3)
Enchantment
When there are no creatures on the battlefield, sacrifice Task Mage Assembly. : Task Mage Assembly deals 1 damage to target creature. Any player may activate this ability but only as a sorcery.
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Tattered Drake
( 5)
Creature — Zombie Drake
(2/2)
Flying : Regenerate Tattered Drake.
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Tatterkite
( 3)
Artifact Creature — Scarecrow
(2/1)
Flying Tatterkite can't have counters put on it.
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Taunting Kobold
( 1)
Creature — Kobold
(0/1)
Haste Whenever Taunting Kobold attacks, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Tawnos, the Toymaker
( 5)
Legendary Creature — Human Artificer
(3/5)
Whenever you cast a Beast or Bird creature spell, you may copy it, except the copy is an artifact in addition to its other types. (The copy becomes a token.)
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Tawnos's Tinkering
( 4)
Instant
Put two +1/+1 counters on target artifact, creature, or land you control. Untap that permanent. If it isn't a creature, it becomes a 0/0 creature in addition to its other types.
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Tax Taker (playtest)
( 1)
Creature — — Rat Advisor
(1/2)
Whenever an opponent pays a tax from a spell or permanent you control, create a number of Treasure tokens equal to the amount of mana they paid. (This happens each time a spell you control or an ability of a permanent you control causes an opponent to pay extra mana. Cards that can tax opponents include Mana Tithe, Esper Sentinel, and Ghostly Prison.)
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Tchotchke Elemental
( 1)
Creature — Elemental
(1/1)
Whenever you create a token or put a counter or a sticker on another permanent, put a knickknack counter on Tchotchke Elemental. Use a unique item that completely fits on Tchotchke Elemental for each knickknack counter. Tchotchke Elemental gets +1/+1 for each knickknack counter on it.
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Teachings of the Kirin
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Mill three cards. Create a 1/1 colorless Spirit creature token. II — Put a +1/+1 counter on target creature you control. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Teardrop Kami
( 1)
Creature — Spirit
(1/1)
Sacrifice Teardrop Kami: You may tap or untap target creature.
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Tears of Valakut
( 2)
Instant
This spell can't be countered. Tears of Valakut deals 5 damage to target creature with flying.
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Tectonic Break
( 2)
Sorcery
Each player sacrifices X lands of their choice.
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Teeka's Dragon
( 9)
Artifact Creature — Dragon
(5/5)
Flying; trample; rampage 4 <I>(Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)</I>
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Teetering Peaks
( 0)
Land
Teetering Peaks enters tapped. When Teetering Peaks enters, target creature gets +2/+0 until end of turn. : Add .
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Teeterpeak Ambusher
( 2)
Creature — Goblin Warrior
(1/3)
: Teeterpeak Ambusher gets +2/+0 until end of turn.
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Teferi Akosa of Zhalfir
( 0)
Legendary Planeswalker — Teferi
(4)
+1: Draw two cards. Then discard two cards unless you discard a creature card. −2: You get an emblem with "Knights you control get +1/+0 and have ward ." −3: Tap any number of untapped creatures you control. When you do, shuffle target nonland permanent an opponent controls with mana value X or less into its owner's library, where X is the number of creatures tapped this way.
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Teferi's Drake
( 3)
Creature — Drake
(3/2)
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
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Tegan Jovanka
( 3)
Legendary Creature — Human
(2/2)
Brave Heart — Whenever you attack, target attacking historic creature gets +1/+1 and gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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Tegwyll, Duke of Splendor
( 3)
Legendary Creature — Faerie Noble
(2/3)
Flying, deathtouch Other Faeries you control get +1/+1. Whenever another Faerie you control dies, you draw a card and you lose 1 life.
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Tek
( 5)
Artifact Creature — Dragon
(2/2)
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.
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Telekinesis
( 2)
Instant
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.
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Templar Knight
( 2)
Creature — Human Knight
(3/1)
Vigilance , Tap five untapped attacking creatures you control named Templar Knight: Search your library for a legendary artifact card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Templar Knight.
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Temporary Lockdown
( 3)
Enchantment
When Temporary Lockdown enters, exile each nonland permanent with mana value 2 or less until Temporary Lockdown leaves the battlefield.
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Temur Runemark
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
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Tenacious Tomeseeker
( 3)
Creature — Human Knight
(3/2)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) When Tenacious Tomeseeker enters, if it was bargained, return target instant or sorcery card from your graveyard to your hand.
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Tenured Inkcaster
( 5)
Creature — Vampire Warlock
(2/2)
When Tenured Inkcaster enters, put a +1/+1 counter on target creature. Whenever a creature you control with a +1/+1 counter on it attacks, each opponent loses 1 life and you gain 1 life.
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Teremko Griffin
( 4)
Creature — Griffin
(2/2)
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Territorial Hammerskull
( 3)
Creature — Dinosaur
(2/3)
Whenever Territorial Hammerskull attacks, tap target creature an opponent controls.
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Territorial Hellkite
( 4)
Creature — Dragon
(6/5)
Flying, haste At the beginning of combat on your turn, choose an opponent at random that Territorial Hellkite didn't attack during your last combat. Territorial Hellkite attacks that player this combat if able. If you can't choose an opponent this way, tap Territorial Hellkite.
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Territorial Kavu
( 2)
Creature — Kavu
(*/*)
Domain — Territorial Kavu's power and toughness are each equal to the number of basic land types among lands you control. Whenever Territorial Kavu attacks, choose one — • Discard a card. If you do, draw a card. • Exile up to one target card from a graveyard.
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Territorial Witchstalker
( 2)
Creature — Wolf
(2/3)
Defender At the beginning of combat on your turn, if you control a creature with power 4 or greater, Territorial Witchstalker gets +1/+0 until end of turn and can attack this turn as though it didn't have defender.
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Terror of Kruin Pass
( 0)
Creature — Werewolf
(3/3)
Double strike Werewolves you control have menace. (They can't be blocked except by two or more creatures.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
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Terror of the Peaks
( 5)
Creature — Dragon
(5/4)
Flying Spells your opponents cast that target Terror of the Peaks cost an additional 3 life to cast. Whenever another creature you control enters, Terror of the Peaks deals damage equal to that creature's power to any target.
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Tesak, Judith's Hellhound
( 4)
Legendary Creature — Elemental Dog
(3/3)
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Other Dogs you control have unleash. Creatures you control with counters on them have haste. Whenever Tesak, Judith's Hellhound attacks, add for each attacking creature.
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Tethered Skirge
( 3)
Creature — Phyrexian Imp
(2/2)
Flying Whenever Tethered Skirge becomes the target of a spell or ability, you lose 1 life.
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Tetsuko Umezawa, Fugitive
( 2)
Legendary Creature — Human Rogue
(1/3)
Creatures you control with power or toughness 1 or less can't be blocked.
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Teysa Karlov
( 4)
Legendary Creature — Human Advisor
(2/4)
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Creature tokens you control have vigilance and lifelink.
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Tezzeret the Seeker
( 5)
Legendary Planeswalker — Tezzeret
(4)
+1: Untap up to two target artifacts. −X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle. −5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
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Tezzeret's Gatebreaker
( 4)
Artifact
When Tezzeret's Gatebreaker enters, look at the top five cards of your library. You may reveal a blue or artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. , , Sacrifice Tezzeret's Gatebreaker: Creatures you control can't be blocked this turn.
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Thalakos Deceiver
( 4)
Creature — Thalakos Wizard
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Thalakos Deceiver attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect lasts indefinitely.)
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Thalakos Dreamsower
( 3)
Creature — Thalakos Wizard
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) You may choose not to untap Thalakos Dreamsower during your untap step. Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step for as long as Thalakos Dreamsower remains tapped.
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Thalakos Drifters
( 4)
Creature — Thalakos
(3/3)
Discard a card: Thalakos Drifters gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
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Thalakos Mistfolk
( 3)
Creature — Thalakos Illusion
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) : Put Thalakos Mistfolk on top of its owner's library.
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Thalakos Scout
( 3)
Creature — Thalakos Soldier Scout
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Discard a card: Return Thalakos Scout to its owner's hand.
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Thalakos Seer
( 2)
Creature — Thalakos Wizard
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) When Thalakos Seer leaves the battlefield, draw a card.
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Thalakos Sentry
( 2)
Creature — Thalakos Soldier
(1/2)
Shadow (This creature can block or be blocked by only creatures with shadow.)
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That Which Was Taken
( 5)
Legendary Artifact
, : Put a divinity counter on target permanent other than That Which Was Taken. Each permanent with a divinity counter on it has indestructible.
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Thayan Evokers
( 3)
Creature — — Human Wizard
(1/1)
Double team When Thayan Evokers enters the battlefield, conjure a card named Lightning Bolt into your hand, then discard a card. Whenever you conjure one or more cards, put a +1/+1 counter on Thayan Evokers.
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The Akroan War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target creature for as long as The Akroan War remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.
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The Black Breath
( 3)
Sorcery
Creatures your opponents control get -1/-1 until end of turn. The Ring tempts you.
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The Blackstaff of Waterdeep
( 1)
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step. Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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The Bloodsky Massacre
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/3 red Demon Berserker creature token with menace. II — Whenever a Berserker attacks this turn, you draw a card and you lose 1 life. III — Add for each Berserker you control. Until end of turn, you don't lose this mana as steps and phases end.
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The Book of Vile Darkness
( 3)
Legendary Artifact
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token. , Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
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The Broken Sky
( 0)
Enchantment
Creature tokens you control get +1/+0 and have lifelink. At the beginning of your end step, create a 1/1 white and black Spirit creature token with flying.
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The Dalek Emperor
( 7)
Legendary Artifact Creature — Dalek
(6/6)
Affinity for Daleks (This spell costs less to cast for each Dalek you control.) Other Daleks you control have haste. At the beginning of combat on your turn, each opponent faces a villainous choice — That player sacrifices a creature of their choice, or you create a 3/3 black Dalek artifact creature token with menace.
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The Deck of Many Things
( 5)
Legendary Artifact
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand. 1–9 | Return a card at random from your graveyard to your hand. 10–19 | Draw two cards. 20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
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The Dragon-Kami Reborn
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — You gain 2 life. Look at the top three cards of your library. Exile one of them face down with a hatching counter on it, then put the rest on the bottom of your library in any order. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Fall of Kroog
( 6)
Sorcery
Choose target opponent. Destroy target land that player controls. The Fall of Kroog deals 3 damage to that player and 1 damage to each creature they control.
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The Fall of Lord Konda
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile target creature an opponent controls with mana value 4 or greater. II — Each player gains control of all permanents they own. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Flame of Keld
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
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The Flesh Is Weak
( 5)
Enchantment
When The Flesh Is Weak enters, put a +1/+1 counter on each creature you control. Creatures you control with +1/+1 counters on them are artifacts in addition to their other types. Nonartifact creatures get -1/-1.
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The Great Work
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — The Great Work deals 3 damage to target opponent and each creature they control. II — Create three Treasure tokens. III — Until end of turn, you may cast instant and sorcery spells from any graveyard. If a spell cast this way would be put into a graveyard, exile it instead. Exile The Great Work, then return it to the battlefield (front face up).
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The Kami War
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile target nonland permanent an opponent controls. II — Return up to one other target nonland permanent to its owner's hand. Then each opponent discards a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Kenriths' Royal Funeral
( 4)
Legendary Enchantment
When The Kenriths' Royal Funeral enters, exile up to two target legendary creature cards from your graveyard. You draw X cards and you lose X life, where X is the greatest mana value among cards exiled this way. Legendary spells you cast cost less to cast for each card exiled with The Kenriths' Royal Funeral.
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The Key to the Vault
( 2)
Legendary Artifact — Equipment
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip
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The Many Deeds of Belzenlok (playtest)
( 2)
Enchantment — — Saga
I — Exile up to one target Saga card from a graveyard. Copy its chapter I ability. II — Exile up to one target Saga card from a graveyard. Copy its chapter II ability. III — Exile up to one target Saga card from a graveyard. Copy its chapter III ability.
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The Master of Keys
( 3)
Legendary Enchantment Creature — Horror
(3/3)
Flying When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
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The Meathook Massacre
( 2)
Legendary Enchantment
When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.
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The Mightstone and Weakstone
( 5)
Legendary Artifact — Powerstone
When The Mightstone and Weakstone enters, choose one — • Draw two cards. • Target creature gets -5/-5 until end of turn. : Add . This mana can't be spent to cast nonartifact spells. (Melds with Urza, Lord Protector.)
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The Mindskinner
( 3)
Legendary Enchantment Creature — Nightmare
(10/1)
The Mindskinner can't be blocked. If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
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The Omenkeel
( 2)
Legendary Artifact — Vehicle
(3/3)
Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled. Crew 1
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The Princess Takes Flight
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile up to one target creature. II — Target creature you control gets +2/+2 and gains flying until end of turn. III — Return the exiled card to the battlefield under its owner's control.
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The Rack
( 1)
Artifact
As The Rack enters, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in their hand.
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The Skullspore Nexus
( 8)
Legendary Artifact
This spell costs less to cast, where X is the greatest power among creatures you control. Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures. , : Double target creature's power until end of turn.
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The Toymaker's Trap
( 3)
Enchantment
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker's Trap.
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