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Ardent Soldier
( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If Ardent Soldier was kicked, it enters with a +1/+1 counter on it.
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Virtue of Loyalty (Ardenvale Fealty)
( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Ardenvale Paladin
( 4)
Creature — Human Knight
(2/5)
Adamant — If at least three white mana was spent to cast this spell, Ardenvale Paladin enters with a +1/+1 counter on it.
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Ardoz, Cobbler of War
( 2)
Legendary Creature — Goblin Shaman
(1/1)
Haste Whenever Ardoz, Cobbler of War or another creature you control enters, that creature gets +2/+0 until end of turn. : Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
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Arena
( 0)
Land
, : Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)
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Arena Athlete
( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn.
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Arena of the Ancients
( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients enters, tap all legendary creatures.
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Arena Rector
( 4)
Creature — Human Cleric
(1/2)
When Arena Rector dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
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Arena Trickster
( 4)
Creature — Human Shaman
(3/3)
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on Arena Trickster.
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Argent Dais
( 2)
Artifact
Argent Dais enters with two oil counters on it. Whenever two or more creatures attack, put an oil counter on Argent Dais. , , Remove two oil counters from Argent Dais: Exile another target nonland permanent. Its controller draws two cards.
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Argent Mutation
( 3)
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
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Argent Sphinx
( 4)
Creature — Sphinx
(4/3)
Flying Metalcraft — : Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
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Argentum Armor
( 6)
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip
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Argentum Masticore
( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice Argentum Masticore unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argivian Avenger
( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, Argivian Avenger gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Blacksmith
( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Cavalier
( 3)
Creature — Orc Knight
(2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When Argivian Cavalier enters, create a 1/1 white Soldier creature token.
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Argivian Find
( 1)
Instant
Return target artifact or enchantment card from your graveyard to your hand.
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Argivian Phalanx
( 6)
Creature — Human Kor Soldier
(4/4)
This spell costs less to cast for each creature you control. Vigilance (Attacking doesn't cause this creature to tap.)
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Argivian Restoration
( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argoth, Sanctum of Nature
( 0)
Land
Argoth, Sanctum of Nature enters tapped unless you control a legendary green creature. : Add . , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery. (Melds with Titania, Voice of Gaea.)
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Argothian Enchantress
( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Opportunist
( 3)
Creature — Human Scout
(3/2)
When Argothian Opportunist enters, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
( 2)
Creature — Faerie
(2/1)
Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
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Argothian Sprite
( 2)
Creature — Faerie
(2/2)
Argothian Sprite can't be blocked by artifact creatures. : Put two +1/+1 counters on Argothian Sprite.
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Argothian Treefolk
( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.
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Argothian Wurm
( 4)
Creature — Wurm
(6/6)
Trample When Argothian Wurm enters, any player may sacrifice a land of their choice. If a player does, put Argothian Wurm on top of its owner's library.
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Arguel's Blood Fast
( 2)
Legendary Enchantment
, Pay 2 life: Draw a card. At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Aria of Flame
( 3)
Enchantment
When Aria of Flame enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on Aria of Flame, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
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Arid Archway
( 0)
Land — Desert
Arid Archway enters tapped. When Arid Archway enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add .
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Arid Mesa
( 0)
Land
, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
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Arisen Gorgon
( 3)
Creature — Zombie Gorgon
(3/3)
Arisen Gorgon has deathtouch as long as you control a Liliana planeswalker. (Any amount of damage this deals to a creature is enough to destroy it.)
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Arixmethes, Slumbering Isle
( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes, Slumbering Isle enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add .
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Arjun, the Shifting Flame
( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Ark of Blight
( 2)
Artifact
, , Sacrifice Ark of Blight: Destroy target land.
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Arlinn Kord
( 4)
Legendary Planeswalker — Arlinn
(3)
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon. −6: You get an emblem with "Creatures you control have haste and ‘: This creature deals damage equal to its power to any target.'"
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add . 0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Arlinn, Voice of the Pack
( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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Arlinn's Wolf
( 3)
Creature — Wolf
(3/2)
Arlinn's Wolf can't be blocked by creatures with power 2 or less.
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Arm the Cathars
( 3)
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
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Arm with Æther (Arm with Aether)
( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Armada Wurm
( 6)
Creature — Wurm
(5/5)
Trample When Armada Wurm enters, create a 5/5 green Wurm creature token with trample.
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Armadillo Cloak
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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Armageddon Clock
( 6)
Artifact
At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage equal to the number of doom counters on it to each player. : Remove a doom counter from Armageddon Clock. Any player may activate this ability but only during any upkeep step.
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Armament Corps
( 5)
Creature — Human Soldier
(4/4)
When Armament Corps enters, distribute two +1/+1 counters among one or two target creatures you control.
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Armament Master
( 2)
Creature — Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
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Armament of Nyx
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
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Armasaur Guide
( 5)
Creature — Dinosaur
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
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Armed // Dangerous (Armed)
( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Armed and Armored
( 2)
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
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Armed Response
( 3)
Instant
Armed Response deals damage to target attacking creature equal to the number of Equipment you control.
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Armed with Proof
( 3)
Enchantment
When Armed with Proof enters, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Armillary Sphere
( 2)
Artifact
, , Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Arming Gala
( 5)
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
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Armix, Filigree Thrasher
( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Arm-Mounted Anchor
( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip . This ability costs less to activate if you have one or fewer cards in hand.
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Armor of Faith
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Shadows
( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
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Armor of Thorns
( 2)
Enchantment — Aura
You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armor Sliver
( 3)
Creature — Sliver
(2/2)
All Sliver creatures have ": This creature gets +0/+1 until end of turn."
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Armor Thrull
( 3)
Creature — Thrull
(1/3)
, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.
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Armorcraft Judge
( 4)
Creature — Elf Artificer
(3/3)
When Armorcraft Judge enters, draw a card for each creature you control with a +1/+1 counter on it.
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Armored Ascension
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
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Armored Galleon
( 5)
Creature — Human Pirate
(5/4)
Armored Galleon can't attack unless defending player controls an Island.
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Armored Kincaller
( 3)
Creature — Dinosaur
(3/3)
When Armored Kincaller enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
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Armored Scrapgorger
( 2)
Creature — Phyrexian Beast
(0/3)
Armored Scrapgorger gets +3/+0 as long as it has three or more oil counters on it. : Add one mana of any color. Whenever Armored Scrapgorger becomes tapped, exile target card from a graveyard and put an oil counter on Armored Scrapgorger.
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Armored Skaab
( 3)
Creature — Zombie Warrior
(1/4)
When Armored Skaab enters, mill four cards.
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Armored Skyhunter
( 4)
Creature — Cat Knight
(3/3)
Flying Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
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Armored Transport
( 3)
Artifact Creature — Construct
(2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.
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Armory Automaton
( 3)
Artifact Creature — Construct
(2/2)
Whenever Armory Automaton enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
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Armory Guard
( 4)
Creature — Giant Soldier
(2/5)
Armory Guard has vigilance as long as you control a Gate.
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Armory Mice
( 2)
Creature — Mouse
(3/1)
Celebration — Armory Mice gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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Armory of Iroas
( 2)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Armory Paladin
( 3)
Creature — Human Knight
(3/3)
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
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Armory Veteran
( 2)
Creature — Orc Warrior
(2/2)
As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
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Arms Dealer
( 3)
Creature — Goblin Rogue
(1/1)
, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
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Arms Depot
( 0)
Artifact — Contraption
Whenever you crank Arms Depot, put two +1/+1 counters on target creature.
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Arms of Hadar
( 4)
Sorcery
Creatures target player controls get -2/-2 until end of turn.
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Arms Race
( 4)
Enchantment
: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
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Arms Scavenger
( 2)
Creature — — Human Warrior
(2/2)
At the beginning of your upkeep, draft a card from Arms Scavenger's spellbook, then exile it. Until end of turn, you may play that card.
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