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Elvish Hexhunter
( 1)
Creature — Elf Shaman
(1/1)
, , Sacrifice Elvish Hexhunter: Destroy target enchantment.
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Elvish House Party
( 6)
Creature — Elf Rogue
(*/*)
Elvish House Party's power and toughness are each equal to the current hour, using the twelve-hour system.
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Elvish Impersonators
( 4)
Creature — Elves
(*/*)
As Elvish Impersonators enters, roll a six-sided die twice. Its base power becomes the first result and its base toughness becomes the second result.
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Elvish Lyrist
( 1)
Creature — Elf
(1/1)
, , Sacrifice Elvish Lyrist: Destroy target enchantment.
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Elvish Mariner
( 3)
Creature — Elf Pilot
(3/2)
Whenever Elvish Mariner attacks, scry 1. Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
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Elvish Pathcutter
( 4)
Creature — Elf Scout
(1/2)
: Target Elf creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Elvish Pioneer
( 1)
Creature — Elf Druid
(1/1)
When Elvish Pioneer enters, you may put a basic land card from your hand onto the battlefield tapped.
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Elvish Piper
( 4)
Creature — Elf Shaman
(1/1)
, : You may put a creature card from your hand onto the battlefield.
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Elvish Promenade
( 4)
Kindred Sorcery — Elf
Create a 1/1 green Elf Warrior creature token for each Elf you control.
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Elvish Reclaimer
( 1)
Creature — Elf Warrior
(1/2)
Elvish Reclaimer gets +2/+2 as long as there are three or more land cards in your graveyard. , , Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
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Elvish Regrower
( 4)
Creature — Elf Druid
(4/3)
When this creature enters, return target permanent card from your graveyard to your hand.
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Elvish Rejuvenator
( 3)
Creature — Elf Druid
(1/1)
When Elvish Rejuvenator enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Elvish Scrapper
( 1)
Creature — Elf
(1/1)
, , Sacrifice Elvish Scrapper: Destroy target artifact.
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Elvish Skysweeper
( 1)
Creature — Elf Warrior
(1/1)
, Sacrifice a creature: Destroy target creature with flying.
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Elvish Soultiller
( 5)
Creature — Elf Mutant
(5/4)
When Elvish Soultiller dies, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library.
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Elvish Spirit Guide
( 3)
Creature — Elf Spirit
(2/2)
Exile Elvish Spirit Guide from your hand: Add .
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Elvish Vanguard
( 2)
Creature — Elf Warrior
(1/1)
Whenever another Elf enters, put a +1/+1 counter on Elvish Vanguard.
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Elvish Vatkeeper
( 3)
Creature — Phyrexian Elf
(3/3)
When Elvish Vatkeeper enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) : Transform target Incubator token you control. Double the number of +1/+1 counters on it.
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Elvish Visionary
( 2)
Creature — Elf Shaman
(1/1)
When Elvish Visionary enters, draw a card.
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Elvish Warmaster
( 2)
Creature — Elf Warrior
(2/2)
Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn. : Elves you control get +2/+2 and gain deathtouch until end of turn.
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Embalmed Brawler
( 3)
Creature — Zombie
(2/2)
Amplify 1 <I>(As this creature enters, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)</I> Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it.
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Embalmer's Tools
( 2)
Artifact
Activated abilities of creature cards in your graveyard cost less to activate. Tap an untapped Zombie you control: Target player mills a card.
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Embargo
( 4)
Enchantment
Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life.
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Ember Beast
( 3)
Creature — Beast
(3/4)
Ember Beast can't attack or block alone.
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Ember Gale
( 4)
Sorcery
Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.
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Ember Hauler
( 2)
Creature — Goblin
(2/2)
, Sacrifice Ember Hauler: It deals 2 damage to any target.
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Ember Shot
( 7)
Instant
Ember Shot deals 3 damage to any target. Draw a card.
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Ember Swallower
( 4)
Creature — Elemental
(4/5)
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Ember Swallower becomes monstrous, each player sacrifices three lands of their choice.
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Ember Weaver
( 3)
Creature — Spider
(2/3)
Reach (This creature can block creatures with flying.) As long as you control a red permanent, Ember Weaver gets +1/+0 and has first strike.
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Embercleave
( 6)
Legendary Artifact — Equipment
Flash This spell costs less to cast for each attacking creature you control. When Embercleave enters, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. Equip
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Virtue of Courage (Embereth Blaze)
( 2)
Instant — Adventure
Embereth Blaze deals 2 damage to any target. (Then exile this card. You may cast the enchantment later from exile.)
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Embereth Paladin
( 4)
Creature — Human Knight
(4/1)
Haste Adamant — If at least three red mana was spent to cast this spell, Embereth Paladin enters with a +1/+1 counter on it.
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Embereth Skyblazer
( 4)
Creature — Human Knight
(4/3)
During your turn, Embereth Skyblazer has flying. Whenever Embereth Skyblazer attacks, you may pay . If you do, creatures you control get +X/+0 until end of turn, where X is the number of opponents you have.
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Embereth Veteran
( 1)
Creature — Human Knight
(2/1)
, Sacrifice Embereth Veteran: Create a Young Hero Role token attached to another target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
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Ember-Eye Wolf
( 2)
Creature — Wolf
(1/2)
Haste : Ember-Eye Wolf gets +2/+0 until end of turn.
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Ember-Fist Zubera
( 2)
Creature — Zubera Spirit
(1/2)
When Ember-Fist Zubera dies, it deals damage to any target equal to the number of Zubera that died this turn.
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Emberheart Challenger
( 2)
Creature — Mouse Warrior
(2/2)
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Valiant — Whenever Emberheart Challenger becomes the target of a spell or ability you control for the first time each turn, exile the top card of your library. Until end of turn, you may play that card.
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Emberhorn Minotaur
( 4)
Creature — Minotaur Warrior
(4/3)
You may exert Emberhorn Minotaur as it attacks. When you do, it gets +1/+1 and gains menace until end of turn. (An exerted creature won't untap during your next untap step. A creature with menace can't be blocked except by two or more creatures.)
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Embermage Goblin
( 4)
Creature — Goblin Wizard
(1/1)
When Embermage Goblin enters, you may search your library for a card named Embermage Goblin, reveal it, put it into your hand, then shuffle. : Embermage Goblin deals 1 damage to any target.
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Embermaw Hellion
( 5)
Creature — Hellion
(4/5)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
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Embersmith
( 2)
Creature — Human Artificer
(2/1)
Whenever you cast an artifact spell, you may pay . If you do, Embersmith deals 1 damage to any target.
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Emberstrike Duo
( 2)
Creature — Elemental Warrior Shaman
(1/1)
Whenever you cast a black spell, Emberstrike Duo gets +1/+1 until end of turn. Whenever you cast a red spell, Emberstrike Duo gains first strike until end of turn.
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Emberwilde Augur
( 2)
Creature — Goblin Shaman
(2/1)
Sacrifice Emberwilde Augur: It deals 3 damage to target player or planeswalker. Activate only during your upkeep.
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Emberwilde Caliph
( 4)
Creature — Djinn
(4/4)
Flying, trample Emberwilde Caliph attacks each combat if able. Whenever Emberwilde Caliph deals damage, you lose that much life.
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Emberwilde Captain
( 4)
Creature — Djinn Pirate
(4/2)
When Emberwilde Captain enters, you become the monarch. Whenever an opponent attacks you while you're the monarch, Emberwilde Captain deals damage to that player equal to the number of cards in their hand.
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Emberwilde Djinn
( 4)
Creature — Djinn
(5/4)
Flying At the beginning of each player's upkeep, that player may pay or 2 life. If the player does, they gain control of Emberwilde Djinn.
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Emblem of the Warmind
( 2)
Enchantment — Aura
Enchant creature you control Creatures you control have haste.
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Embodiment of Fury
( 4)
Creature — Elemental
(4/3)
Trample Land creatures you control have trample. Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
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Embraal Bruiser
( 2)
Creature — Human Warrior
(3/1)
Embraal Bruiser enters tapped. Embraal Bruiser has menace as long as you control an artifact.
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Embraal Gear-Smasher
( 3)
Creature — Human Warrior
(2/3)
, Sacrifice an artifact: Embraal Gear-Smasher deals 2 damage to each opponent.
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Embrace the Unknown
( 3)
Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Embrose, Dean of Shadow
( 4)
Legendary Creature — Human Warlock
(4/4)
: Put a +1/+1 counter on another target creature, then Embrose, Dean of Shadow deals 2 damage to that creature. Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
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Emerald Charm
( 1)
Instant
Choose one — • Untap target permanent. • Destroy target non-Aura enchantment. • Target creature loses flying until end of turn.
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Emerald Dragonfly
( 2)
Creature — Insect
(1/1)
Flying : Emerald Dragonfly gains first strike until end of turn.
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Emerald Oryx
( 4)
Creature — Antelope
(2/3)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Emerge from the Cocoon
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. You gain 3 life.
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Emerge Unscathed
( 1)
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Emergency Powers
( 7)
Instant
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Emergency Powers. Addendum — If you cast this spell during your main phase, you may put a permanent card with mana value 7 or less from your hand onto the battlefield.
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Emergency Weld
( 2)
Sorcery
Return target artifact or creature card from your graveyard to your hand. Create a 1/1 colorless Soldier artifact creature token.
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Emergent Growth
( 4)
Sorcery
Target creature gets +5/+5 until end of turn and must be blocked this turn if able.
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Emergent Haunting
( 2)
Enchantment
At the beginning of your end step, if you haven't cast a spell from your hand this turn and Emergent Haunting isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types. : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Emergent Sequence
( 2)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. That land becomes a 0/0 green and blue Fractal creature that's still a land. Put a +1/+1 counter on it for each land you had enter the battlefield under your control this turn.
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Emergent Woodwurm
( 7)
Creature — Wurm
(4/4)
Backup 3 (When this creature enters, put three +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Emeria Angel
( 4)
Creature — Angel
(3/3)
Flying Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
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Emeria Captain
( 4)
Creature — Angel Warrior
(1/1)
Flying, vigilance When Emeria Captain enters, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Emeria Shepherd
( 7)
Creature — Angel
(4/4)
Flying Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
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Emeria, Shattered Skyclave
( 0)
Land
As Emeria, Shattered Skyclave enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Emeria, the Sky Ruin
( 0)
Land
Emeria, the Sky Ruin enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. : Add .
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Emeria's Call
( 7)
Sorcery
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
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Emissary Green
( 5)
Legendary Creature — Human Advisor
(3/3)
Whenever Emissary Green attacks, starting with you, each player votes for profit or security. You create a number of Treasure tokens equal to twice the number of profit votes. Put a number of +1/+1 counters on each creature you control equal to the number of security votes.
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Emissary of Despair
( 3)
Creature — Spirit
(2/1)
Flying Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact they control.
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Emissary of Grudges
( 6)
Creature — Efreet
(6/5)
Flying, haste As Emissary of Grudges enters, secretly choose an opponent. Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
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Emissary of Hope
( 3)
Creature — Spirit
(2/1)
Flying Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls.
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Emissary of Sunrise
( 3)
Creature — Human Cleric
(2/1)
First strike When Emissary of Sunrise enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Emissary of the Sleepless
( 5)
Creature — Spirit
(2/4)
Flying When Emissary of the Sleepless enters, if a creature died this turn, create a 1/1 white Spirit creature token with flying.
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Emmara Tandris
( 7)
Legendary Creature — Elf Shaman
(5/7)
Prevent all damage that would be dealt to creature tokens you control.
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Emmara, Soul of the Accord
( 2)
Legendary Creature — Elf Cleric
(2/2)
Whenever Emmara, Soul of the Accord becomes tapped, create a 1/1 white Soldier creature token with lifelink.
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Emperor Crocodile
( 4)
Creature — Crocodile
(5/5)
When you control no other creatures, sacrifice Emperor Crocodile.
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Emperor Mihail II
( 3)
Legendary Creature — Merfolk Noble
(3/3)
You may look at the top card of your library any time. You may cast Merfolk spells from the top of your library. Whenever you cast a Merfolk spell, you may pay . If you do, create a 1/1 blue Merfolk creature token.
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Emperor of Bones
( 2)
Creature — Skeleton Noble
(2/2)
At the beginning of combat on your turn, exile up to one target card from a graveyard. : Adapt 2. Whenever one or more +1/+1 counters are put on Emperor of Bones, put a creature card exiled with Emperor of Bones onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
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Emperor's Vanguard
( 4)
Creature — Human Scout
(4/3)
Whenever Emperor's Vanguard deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Empowered Autogenerator
( 4)
Artifact
Empowered Autogenerator enters tapped. : Put a charge counter on Empowered Autogenerator. Add X mana of any one color, where X is the number of charge counters on Empowered Autogenerator.
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Empty City Ruse
( 1)
Sorcery
Target opponent skips all combat phases of their next turn.
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Empty the Laboratory
( 2)
Sorcery
Sacrifice X Zombies, then reveal cards from the top of your library until you reveal a number of Zombie creature cards equal to the number of Zombies sacrificed this way. Put those cards onto the battlefield and the rest on the bottom of your library in a random order.
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Empty the Warrens
( 4)
Sorcery
Create two 1/1 red Goblin creature tokens. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Empty-Shrine Kannushi
( 1)
Creature — Human Cleric
(1/1)
Empty-Shrine Kannushi has protection from the colors of permanents you control.
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Empyreal Voyager
( 3)
Creature — Vedalken Scout
(2/3)
Flying, trample Whenever Empyreal Voyager deals combat damage to a player, you get that many (energy counters).
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Empyrean Eagle
( 3)
Creature — Bird Spirit
(2/3)
Flying Other creatures you control with flying get +1/+1.
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