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Feeling of Dread
( 2)
Instant
Tap up to two target creatures. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Felisa, Fang of Silverquill
( 4)
Legendary Creature — Vampire Wizard
(3/2)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a nontoken creature you control dies, if it had counters on it, create X tapped 2/1 white and black Inkling creature tokens with flying, where X is the number of counters it had on it.
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Fell Beast of Mordor
( 4)
Creature — Drake Beast
(3/3)
Flying Devour 1 (As this enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.) Whenever Fell Beast of Mordor enters or attacks, target opponent loses X life and you gain X life, where X is the number of +1/+1 counters on it.
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Fend Off
( 2)
Instant
Prevent all combat damage that would be dealt by target creature this turn. Cycling (, Discard this card: Draw a card.)
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Ferocity of the Wilds
( 3)
Enchantment
Attacking non-Human creatures you control get +1/+0 and have trample.
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Festival of Embers
( 5)
Enchantment
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs. If a card or token would be put into your graveyard from anywhere, exile it instead. : Sacrifice Festival of Embers.
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Field of Dreams
( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Field of Reality
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by Spirits. : Return Field of Reality to its owner's hand.
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Field of Souls
( 4)
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Field of the Dead
( 0)
Land
Field of the Dead enters tapped. : Add . Whenever Field of the Dead or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
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Fiend of the Shadows
( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Finale of Devastation
( 2)
Sorcery
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
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Finale of Eternity
( 2)
Sorcery
Destroy up to three target creatures with toughness X or less. If X is 10 or more, return all creature cards from your graveyard to the battlefield.
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Finale of Glory
( 2)
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
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Finale of Promise
( 2)
Sorcery
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
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Finale of Revelation
( 2)
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.
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Fire of Orthanc
( 4)
Sorcery
Destroy target artifact or land. Creatures without flying can't block this turn.
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Firehoof Cavalry
( 1)
Creature — Human Berserker
(1/1)
: Firehoof Cavalry gets +2/+0 and gains trample until end of turn.
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Fires of Invention
( 4)
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn. You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
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Fires of Mount Doom
( 3)
Legendary Enchantment
When Fires of Mount Doom enters, it deals 2 damage to target creature an opponent controls. Destroy all Equipment attached to that creature. : Exile the top card of your library. You may play that card this turn. When you play a card this way, Fires of Mount Doom deals 2 damage to each player.
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Fires of Undeath
( 3)
Instant
Fires of Undeath deals 2 damage to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Fires of Yavimaya
( 3)
Enchantment
Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
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Firja, Judge of Valor
( 5)
Legendary Creature — Angel Cleric
(2/4)
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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First Day of Class
( 2)
Instant
Whenever a creature you control enters this turn, put a +1/+1 counter on it and it gains haste until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Fistful of Force
( 2)
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Fists of Flame
( 2)
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Fists of Ironwood
( 2)
Enchantment — Aura
Enchant creature When Fists of Ironwood enters, create two 1/1 green Saproling creature tokens. Enchanted creature has trample.
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Fists of the Demigod
( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.) As long as enchanted creature is red, it gets +1/+1 and has first strike.
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Fit of Rage
( 2)
Sorcery
Target creature gets +3/+3 and gains first strike until end of turn.
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Flagstones of Trokair
( 0)
Legendary Land
: Add . When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Flame of Anor
( 3)
Instant
Choose one. If you control a Wizard as you cast this spell, you may choose two instead. • Target player draws two cards. • Destroy target artifact. • Flame of Anor deals 5 damage to target creature.
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Flames of Moradin
( 4)
Sorcery
Destroy up to three target artifacts. Conjure a duplicate of each nontoken artifact destroyed this way into your hand. The duplicates perpetually gain "You may pay rather than pay this spell's mana cost" and "At the beginning of your end step, sacrifice this artifact."
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Flames of the Blood Hand
( 3)
Instant
Flames of the Blood Hand deals 4 damage to target player or planeswalker. The damage can't be prevented. If that player or that planeswalker's controller would gain life this turn, that player gains no life instead.
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Flames of the Firebrand
( 3)
Sorcery
Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three targets.
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Flames of the Raze-Boar
( 6)
Instant
Flames of the Raze-Boar deals 4 damage to target creature an opponent controls. Then Flames of the Raze-Boar deals 2 damage to each other creature that player controls if you control a creature with power 4 or greater.
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Flaming Fist Officer
( 3)
Creature — Gnome Soldier
(2/2)
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on Flaming Fist Officer.
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Flare of Cultivation
( 3)
Sorcery
You may sacrifice a nontoken green creature rather than pay this spell's mana cost. Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
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Flare of Denial
( 3)
Instant
You may sacrifice a nontoken blue creature rather than pay this spell's mana cost. Counter target spell.
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Flare of Duplication
( 3)
Instant
You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.
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Flare of Faith
( 2)
Instant
Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
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Flare of Fortitude
( 4)
Instant
You may sacrifice a nontoken white creature rather than pay this spell's mana cost. Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
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Flare of Malice
( 4)
Instant
You may sacrifice a nontoken black creature rather than pay this spell's mana cost. Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
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Flash of Defiance
( 2)
Sorcery
Green creatures and white creatures can't block this turn. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Flash of Insight
( 2)
Instant
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Flashback—, Exile X blue cards from your graveyard. (You may cast this card from your graveyard for its flashback cost, then exile it. You can't exile Flash of Insight to pay for its own flashback cost.)
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Flayer of Loyalties
( 10)
Creature — Eldrazi
(10/10)
When you cast this spell, gain control of target creature until end of turn. Untap that creature. Until end of turn, it has base power and toughness 10/10 and gains trample, annihilator 2, and haste. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.) Trample
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Flayer of the Hatebound
( 6)
Creature — Devil
(4/2)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Whenever Flayer of the Hatebound or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
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Flicker of Fate
( 2)
Instant
Exile target creature or enchantment, then return it to the battlefield under its owner's control.
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Flight of Equenauts
( 8)
Creature — Human Knight
(4/5)
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.) Flying
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Flight of Fancy
( 4)
Enchantment — Aura
Enchant creature When Flight of Fancy enters, draw two cards. Enchanted creature has flying.
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Flinthoof Boar
( 2)
Creature — Boar
(2/2)
Flinthoof Boar gets +1/+1 as long as you control a Mountain. : Flinthoof Boar gains haste until end of turn. (It can attack and this turn.)
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Flock of Rabid Sheep
( 2)
Sorcery
Flip X coins. For each flip you win, create a 2/2 green Sheep creature token named Rabid Sheep.
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Flood of Recollection
( 2)
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
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Flood of Tears
( 6)
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
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Flow of Ideas
( 6)
Sorcery
Draw a card for each Island you control.
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Flow of Knowledge
( 5)
Instant
Draw a card for each Island you control, then discard two cards.
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Flow of Maggots
( 3)
Creature — Insect
(2/2)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Flow of Maggots can't be blocked by non-Wall creatures.
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Flowering of the White Tree
( 2)
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward . Nonlegendary creatures you control get +1/+1.
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Flurry of Horns
( 5)
Sorcery
Create two 2/3 red Minotaur creature tokens with haste.
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Flurry of Wings
( 3)
Instant
Create X 1/1 white Bird Soldier creature tokens with flying, where X is the number of attacking creatures.
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Fog of Gnats
( 2)
Creature — Insect
(1/1)
Flying : Regenerate Fog of Gnats.
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Fog of War
( 3)
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn by creatures with power 3 or less.
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Folk of An-Havva
( 1)
Creature — Human
(1/1)
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.
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Folk of the Pines
( 5)
Creature — Dryad
(2/5)
: Folk of the Pines gets +1/+0 until end of turn.
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Font of Agonies
( 1)
Enchantment
Whenever you pay life, put that many blood counters on Font of Agonies. , Remove four blood counters from Font of Agonies: Destroy target creature.
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Font of Fertility
( 1)
Enchantment
, Sacrifice Font of Fertility: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Font of Ire
( 2)
Enchantment
, Sacrifice Font of Ire: It deals 5 damage to target player or planeswalker.
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Font of Magic
( 4)
Enchantment
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
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Font of Mythos
( 4)
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
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Font of Progress
( 1)
Artifact
Font of Progress enters with two oil counters on it. , : Target player mills X cards, where X is the number of oil counters on Font of Progress.
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Font of Return
( 2)
Enchantment
, Sacrifice Font of Return: Return up to three target creature cards from your graveyard to your hand.
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Font of Vigor
( 2)
Enchantment
, Sacrifice Font of Vigor: You gain 7 life.
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Footsteps of the Goryo
( 3)
Sorcery — Arcane
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.
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Foray of Orcs
( 4)
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Force of Despair
( 3)
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered this turn.
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Force of Negation
( 3)
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Force of Rage
( 3)
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
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Force of Vigor
( 4)
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
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Force of Virtue
( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Force of Will
( 5)
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.
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Forerunner of Slaughter
( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
( 3)
Creature — Human Pirate
(2/2)
When Forerunner of the Coalition enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
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Forerunner of the Empire
( 4)
Creature — Human Soldier
(1/3)
When Forerunner of the Empire enters, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur you control enters, you may have Forerunner of the Empire deal 1 damage to each creature.
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Forerunner of the Heralds
( 4)
Creature — Merfolk Scout
(3/2)
When Forerunner of the Heralds enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on Forerunner of the Heralds.
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Forerunner of the Legion
( 3)
Creature — Vampire Knight
(2/2)
When Forerunner of the Legion enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
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Forge of Heroes
( 0)
Land
: Add . : Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
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Form of the Approach of the Second Sun
( 5)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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