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Sailors' Bane
( 9)
Creature — Dragon Turtle
(7/7)
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Saint Traft and Rem Karolus
( 3)
Legendary Creature — Spirit Human
(3/4)
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
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Sakashima's Protege
( 6)
Creature — Shapeshifter
(3/1)
Flash Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) You may have Sakashima's Protege enter as a copy of any permanent that entered this turn.
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Sakiko, Mother of Summer
( 6)
Legendary Creature — Snake Shaman
(3/3)
Whenever a creature you control deals combat damage to a player, add that much . Until end of turn, you don't lose this mana as steps and phases end.
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Sakura-Tribe Elder
( 2)
Creature — Snake Shaman
(1/1)
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Sakura-Tribe Scout
( 1)
Creature — Snake Shaman Scout
(1/1)
: You may put a land card from your hand onto the battlefield.
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Sakura-Tribe Springcaller
( 4)
Creature — Snake Shaman
(2/4)
At the beginning of your upkeep, add . Until end of turn, you don't lose this mana as steps and phases end.
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Salivating Gremlins
( 3)
Creature — Gremlin
(2/3)
Whenever an artifact you control enters, Salivating Gremlins gets +2/+0 and gains trample until end of turn.
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Sally Sparrow
( 4)
Legendary Creature — Human Detective
(2/3)
You may cast creature spells as though they had flash. Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Salt Marsh
( 0)
Land
Salt Marsh enters tapped. : Add or .
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Salt Road Quartermasters
( 3)
Creature — Human Soldier
(1/1)
Salt Road Quartermasters enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Salt Road Quartermasters: Put a +1/+1 counter on target creature.
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Saltfield Recluse
( 3)
Creature — Human Rebel Cleric
(1/2)
: Target creature gets -2/-0 until end of turn.
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Saltskitter
( 4)
Creature — Wurm
(3/4)
Whenever another creature enters, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
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Saltwater Stalwart
( 4)
Creature — Merfolk Warrior
(2/4)
Whenever Saltwater Stalwart deals damage to an opponent, target player draws a card.
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Salvage Drone
( 1)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When Salvage Drone dies, you may draw a card. If you do, discard a card.
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Salvage Scuttler
( 5)
Creature — Crab
(4/4)
Whenever Salvage Scuttler attacks, return an artifact you control to its owner's hand.
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Salvage Slasher
( 2)
Artifact Creature — Human Rogue
(1/1)
Salvage Slasher gets +1/+0 for each artifact card in your graveyard.
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Salvaged Manaworker
( 2)
Artifact Creature — Construct
(1/3)
: Add one mana of any color. Activate only once each turn.
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Salvager of Ruin
( 3)
Artifact Creature — Construct
(2/1)
Sacrifice Salvager of Ruin: Choose target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand.
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Salvager of Secrets
( 5)
Creature — Merfolk Wizard
(2/2)
When Salvager of Secrets enters, return target instant or sorcery card from your graveyard to your hand.
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Samite Archer
( 3)
Creature — Human Cleric Archer
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn. : Samite Archer deals 1 damage to any target.
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Samite Censer-Bearer
( 1)
Creature — Human Rebel Cleric
(1/1)
, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.
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Samite Elder
( 3)
Creature — Human Cleric
(1/2)
: Creatures you control gain protection from the colors of target permanent you control until end of turn.
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Samite Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Samite Herbalist
( 2)
Creature — Human Cleric
(2/1)
Whenever Samite Herbalist becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Samite Ministration
( 2)
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
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Samite Pilgrim
( 2)
Creature — Human Cleric
(1/1)
Domain — : Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
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Samite Sanctuary
( 3)
Enchantment
: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may activate this ability.
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Sample Collector
( 3)
Creature — Troll Detective
(2/3)
Whenever Sample Collector attacks, you may collect evidence 3. When you do, put a +1/+1 counter on target creature you control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Sam's Desperate Rescue
( 1)
Sorcery
Return target creature card from your graveyard to your hand. The Ring tempts you.
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Samurai Enforcers
( 6)
Creature — Human Samurai
(4/4)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Samurai of the Pale Curtain
( 2)
Creature — Fox Samurai
(2/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
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Samut, Tyrant Smasher
( 4)
Legendary Planeswalker — Samut
(5)
Creatures you control have haste. −1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
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Samut, Vizier of Naktamun
( 3)
Legendary Creature — Human Warrior Cleric
(2/3)
First strike, vigilance, haste Whenever a creature you control deals combat damage to a player, if that creature entered this turn, draw a card.
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Samut's Sprint
( 1)
Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
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Samwise the Stouthearted
( 2)
Legendary Creature — Halfling Peasant
(2/1)
Flash When Samwise the Stouthearted enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
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Sanctified Charge
( 5)
Instant
Creatures you control get +2/+1 until end of turn. White creatures you control also gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
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Sanctifier en-Vec
( 2)
Creature — Human Cleric
(2/2)
Protection from black and from red When Sanctifier en-Vec enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
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Sanctifier of Souls
( 4)
Creature — Human Cleric
(2/3)
Whenever another creature you control enters, Sanctifier of Souls gets +1/+1 until end of turn. , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
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Sanctuary Blade
( 2)
Artifact — Equipment
As Sanctuary Blade becomes attached to a creature, choose a color. Equipped creature gets +2/+0 and has protection from the last chosen color. Equip
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Sanctuary Lockdown
( 3)
Enchantment
Humans you control get +1/+1. , Tap two untapped Humans you control: Tap target creature an opponent controls.
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Sanctuary Raptor
( 3)
Artifact Creature — Bird
(2/1)
Flying Whenever Sanctuary Raptor attacks, if you control three or more tokens, Sanctuary Raptor gets +2/+0 and gains first strike until end of turn.
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Sanctuary Smasher
( 6)
Creature — Rhino Beast
(6/4)
First strike Cycling (, Discard this card: Draw a card.) When you cycle Sanctuary Smasher, put a first strike counter on target creature you control.
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Sanctuary Wall
( 2)
Artifact Creature — Wall
(0/4)
Defender , : Tap target creature. You may put a stun counter on it. If you do, put a stun counter on Sanctuary Wall. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Sanctuary Warden
( 6)
Creature — Angel Soldier
(5/5)
Flying Sanctuary Warden enters with two shield counters on it. Whenever Sanctuary Warden enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
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Sanctum Gargoyle
( 4)
Artifact Creature — Gargoyle
(2/3)
Flying When Sanctum Gargoyle enters, you may return target artifact card from your graveyard to your hand.
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Sanctum Guardian
( 3)
Creature — Human Cleric
(1/4)
Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
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Sanctum of Calm Waters
( 4)
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
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Sanctum of Fruitful Harvest
( 3)
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
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Sanctum of Shattered Heights
( 3)
Legendary Enchantment — Shrine
, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
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Sanctum Prelate
( 3)
Creature — Human Cleric
(2/2)
As Sanctum Prelate enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
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Sanctum Seeker
( 4)
Creature — Vampire Knight
(3/4)
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
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Sanctum Spirit
( 4)
Creature — Spirit
(3/2)
Lifelink Discard a historic card: Sanctum Spirit gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)
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Sanctum Weaver
( 2)
Enchantment Creature — Dryad
(0/2)
: Add X mana of any one color, where X is the number of enchantments you control.
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Sand Strangler
( 4)
Creature — Beast
(3/3)
When Sand Strangler enters, if you control a Desert or there is a Desert card in your graveyard, you may have Sand Strangler deal 3 damage to target creature.
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Sandbar Crocodile
( 5)
Creature — Crocodile
(6/5)
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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Sandbar Merfolk
( 1)
Creature — Merfolk
(1/1)
Cycling (, Discard this card: Draw a card.)
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Sandbar Serpent
( 5)
Creature — Serpent
(3/4)
Cycling (, Discard this card: Draw a card.)
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Sandcrafter Mage
( 3)
Creature — Human Wizard
(2/2)
When Sandcrafter Mage enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Sandsower
( 4)
Creature — Spirit
(1/3)
Tap three untapped creatures you control: Tap target creature.
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Sandstalker Moloch
( 3)
Creature — Lizard
(4/2)
Flash When Sandstalker Moloch enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Sandsteppe Scavenger
( 5)
Creature — Dog Scout
(2/2)
When Sandsteppe Scavenger enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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Sandsteppe War Riders
( 4)
Creature — Human Warrior
(4/4)
Trample At the beginning of combat on your turn, bolster X, where X is the number of differently named artifact tokens you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
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Sandstone Bridge
( 0)
Land
Sandstone Bridge enters tapped. When Sandstone Bridge enters, target creature gets +1/+1 and gains vigilance until end of turn. : Add .
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Sandstone Oracle
( 7)
Artifact Creature — Sphinx
(4/4)
Flying When Sandstone Oracle enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
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Sandstone Warrior
( 4)
Creature — Human Soldier Warrior
(1/3)
First strike (This creature deals combat damage before creatures without first strike.) : Sandstone Warrior gets +1/+0 until end of turn.
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Sandstorm
( 1)
Instant
Sandstorm deals 1 damage to each attacking creature.
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Sandstorm Eidolon
( 4)
Creature — Spirit
(2/2)
, Sacrifice Sandstorm Eidolon: Target creature can't block this turn. Whenever you cast a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand.
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Sandstorm Salvager
( 3)
Creature — Human Artificer
(1/1)
When Sandstorm Salvager enters, create a 3/3 colorless Golem artifact creature token. , : Put a +1/+1 counter on each creature token you control. They gain trample until end of turn.
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Sandswirl Wanderglyph
( 0)
Artifact Creature — Golem
(5/3)
Flying Whenever an opponent casts a spell during their turn, they can't attack you or planeswalkers you control this turn. Each opponent who attacked you or a planeswalker you control this turn can't cast spells.
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Sandwurm Convergence
( 8)
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
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Sangrite Backlash
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/-3.
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Sangrite Surge
( 6)
Sorcery
Target creature gets +3/+3 and gains double strike until end of turn.
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Sangromancer
( 4)
Creature — Vampire Shaman
(3/3)
Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life.
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Sangrophage
( 2)
Creature — Zombie
(3/3)
At the beginning of your upkeep, tap Sangrophage unless you pay 2 life.
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Sanguinary Mage
( 2)
Creature — Vampire Wizard
(1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Sanguinary Priest
( 4)
Creature — Astartes Cleric
(2/4)
Lifelink Blood Chalice — Whenever another creature you control dies, Sanguinary Priest deals 1 damage to any target.
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Sanguine Brushstroke
( 3)
Enchantment
When Sanguine Brushstroke enters the battlefield, create a Blood token and conjure a card named Blood Artist onto the battlefield. Whenever you sacrifice a Blood token, each opponent loses 1 life and you gain 1 life.
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Sanguine Glorifier
( 4)
Creature — Vampire Cleric
(3/3)
When Sanguine Glorifier enters, put a +1/+1 counter on another target Vampire you control.
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Sanguine Guard
( 3)
Creature — Phyrexian Zombie Knight
(2/2)
First strike : Regenerate Sanguine Guard.
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Sanguine Praetor
( 8)
Creature — Avatar Praetor
(7/5)
, Sacrifice a creature: Destroy each creature with the same mana value as the sacrificed creature.
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Sanguine Sacrament
( 2)
Instant
You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library.
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Sanguine Savior
( 3)
Creature — Vampire Cleric
(2/1)
Flying, lifelink Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When Sanguine Savior is turned face up, another target creature you control gains lifelink until end of turn.
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Sanguine Sipper
( 2)
Creature — Vampire Guest
(3/1)
Sanguine Sipper has lifelink as long as you control a stickered permanent.
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Sanguine Syphoner
( 2)
Creature — Vampire Warlock
(1/3)
Whenever this creature attacks, each opponent loses 1 life and you gain 1 life.
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Sanitarium Skeleton
( 1)
Creature — Skeleton
(1/2)
: Return Sanitarium Skeleton from your graveyard to your hand.
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Sanity Gnawers
( 3)
Creature — Rat
(1/1)
When Sanity Gnawers enters, target player discards a card at random.
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Sanity Grinding
( 3)
Sorcery
Chroma — Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent mills a card. Then put the cards you revealed this way on the bottom of your library in any order.
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