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Aberrant Researcher
( 4)
Creature — Human Insect
(3/2)
Flying At the beginning of your upkeep, mill a card. If an instant or sorcery card was milled this way, transform Aberrant Researcher.
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Academy Researchers
( 3)
Creature — Human Wizard
(2/2)
When Academy Researchers enters, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
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Ad Nauseam
( 5)
Instant
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
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Æther Searcher (Aether Searcher)
( 7)
Artifact Creature — Construct
(6/4)
Reveal Aether Searcher as you draft it. Reveal the next card you draft and note its name. When Aether Searcher enters, you may search your hand and/or library for a card with a name noted as you drafted cards named Aether Searcher. You may cast it without paying its mana cost. If you searched your library this way, shuffle.
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Sea Hag (Aquatic Ingress)
( 3)
Instant — Adventure
Up to two target creatures each get +1/+0 until end of turn and can't be blocked this turn. (Then exile this card. You may cast the creature later from exile.)
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Blood Researcher
( 3)
Creature — Vampire Druid
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever you gain life, put a +1/+1 counter on Blood Researcher.
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Caetus, Sea Tyrant of Segovia
( 0)
Legendary Creature — Serpent
(3/3)
Noncreature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a noncreature spell pays for or one mana of that creature's color.) At the beginning of your end step, untap up to four target creatures.
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Callaphe, Beloved of the Sea
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Ceaseless Searblades
( 4)
Creature — Elemental Warrior
(2/4)
Whenever you activate an ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.
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Combat Research
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Compulsive Research
( 3)
Sorcery
Target player draws three cards. Then that player discards two cards unless they discard a land card.
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Deep-Sea Serpent
( 6)
Creature — Serpent
(5/5)
Deep-Sea Serpent can't attack unless defending player controls an Island.
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Deep-Sea Terror
( 6)
Creature — Serpent
(6/6)
Deep-Sea Terror can't attack unless there are seven or more cards in your graveyard.
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Desperate Research
( 2)
Sorcery
Choose a card name other than a basic land card name. Reveal the top seven cards of your library and put all of them with that name into your hand. Exile the rest.
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Disease Carriers
( 4)
Creature — Rat
(2/2)
When Disease Carriers dies, target creature gets -2/-2 until end of turn.
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Diseased Vermin
( 3)
Creature — Rat
(1/1)
Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it.
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Doubling Season
( 5)
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
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Dwarven Sea Clan
( 3)
Creature — Dwarf
(1/1)
: Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Activate only before the end of combat step.
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Eluge, the Shoreless Sea
( 4)
Legendary Creature — Elemental Fish
(*/*)
Eluge's power and toughness are each equal to the number of Islands you control. Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it. The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
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Exotic Disease
( 5)
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
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Firemind's Research
( 2)
Enchantment
Whenever you cast an instant or sorcery spell, put a charge counter on Firemind's Research. , Remove two charge counters from Firemind's Research: Draw a card. , Remove five charge counters from Firemind's Research: It deals 5 damage to any target.
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Forensic Researcher
( 3)
Creature — Merfolk Detective
(1/3)
: Untap another target permanent you control. , Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
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Frantic Search
( 3)
Instant
Draw two cards, then discard two cards. Untap up to three lands.
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Goblin Researcher
( 4)
Creature — Goblin Wizard
(3/3)
When Goblin Researcher enters, exile the top card of your library. During any turn you attacked with Goblin Researcher, you may play that card.
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Ground Seal
( 2)
Enchantment
When Ground Seal enters, draw a card. Cards in graveyards can't be the targets of spells or abilities.
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Halving Season (playtest)
( 5)
Enchantment
If an opponent would create one or more tokens, they create half that many of each of those kinds of tokens instead, rounded down. If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
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Hapless Researcher
( 1)
Creature — Human Wizard
(1/1)
Sacrifice Hapless Researcher: Draw a card, then discard a card.
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Harvest Season
( 3)
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
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High Seas
( 3)
Enchantment
Red creature spells and green creature spells cost more to cast.
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Imperial Seal
( 1)
Sorcery
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
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In Search of Greatness
( 2)
Enchantment
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the highest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
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Innocuous Researcher
( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever Innocuous Researcher attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
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Kiora Bests the Sea God
( 7)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create an 8/8 blue Kraken creature token with hexproof. II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step. III — Gain control of target permanent an opponent controls. Untap it.
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Kozilek's Unsealing
( 3)
Enchantment
Devoid (This card has no color.) Whenever you cast a creature spell with mana value 4, 5, or 6, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this creature: Add ." Whenever you cast a creature spell with mana value 7 or greater, draw three cards.
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Linvala, Shield of Sea Gate
( 3)
Legendary Creature — Angel Wizard
(3/3)
Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
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Melek, Reforged Researcher
( 5)
Legendary Creature — Weird Detective
(*/*)
Melek, Reforged Researcher's power and toughness are each equal to twice the number of instant and sorcery cards in your graveyard. The first instant or sorcery spell you cast each turn costs less to cast.
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Merfolk Seastalkers
( 4)
Creature — Merfolk Scout
(2/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) : Tap target creature without flying.
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Mistform Seaswift
( 4)
Creature — Illusion
(3/1)
Flying : Mistform Seaswift becomes the creature type of your choice until end of turn. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Morska, Undersea Sleuth
( 3)
Legendary Creature — Vedalken Fish Detective
(2/3)
You have no maximum hand size. At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you draw your second card each turn, put two +1/+1 counters on Morska, Undersea Sleuth.
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Nashi, Searcher in the Dark
( 2)
Legendary Creature — Rat Ninja Wizard
(2/2)
Menace Whenever Nashi, Searcher in the Dark deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
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Nausea
( 2)
Sorcery
All creatures get -1/-1 until end of turn.
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Nephalia Seakite
( 4)
Creature — Bird
(2/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Obsessive Search
( 1)
Instant
Draw a card. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Old Man of the Sea
( 3)
Creature — Djinn
(2/3)
You may choose not to untap Old Man of the Sea during your untap step. : Gain control of target creature with power less than or equal to Old Man of the Sea's power for as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power.
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Olórin's Searing Light
( 4)
Instant
Each opponent exiles a creature with the greatest power among creatures that player controls. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
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Omen of the Sea
( 2)
Enchantment
Flash When Omen of the Sea enters, scry 2, then draw a card. , Sacrifice Omen of the Sea: Scry 2.
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Ominous Seas
( 2)
Enchantment
Whenever you draw a card, put a foreshadow counter on Ominous Seas. Remove eight foreshadow counters from Ominous Seas: Create an 8/8 blue Kraken creature token. Cycling (, Discard this card: Draw a card.)
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Patriar's Seal
( 3)
Artifact
: Add one mana of any color. , : Untap target legendary creature you control.
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Practical Research
( 5)
Instant
Draw four cards. Then discard two cards unless you discard an instant or sorcery card.
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Private Research
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put a page counter on Private Research. When enchanted creature dies, draw a card for each page counter on Private Research.
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Reap the Seagraf
( 3)
Sorcery
Create a 2/2 black Zombie creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Research the Deep
( 2)
Sorcery
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (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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Research Thief
( 5)
Artifact Creature — Moonfolk Wizard
(3/3)
Flash Flying Whenever an artifact creature you control deals combat damage to a player, draw a card.
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Rowan's Grim Search
( 3)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard. You draw two cards and you lose 2 life.
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Rowdy Research
( 7)
Instant
This spell costs less to cast for each creature that attacked this turn. Draw three cards.
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Sarkhan's Unsealing
( 4)
Enchantment
Whenever you cast a creature spell with power 4, 5, or 6, Sarkhan's Unsealing deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, Sarkhan's Unsealing deals 4 damage to each opponent and each creature and planeswalker they control.
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Screaming Seahawk
( 5)
Creature — Bird
(2/2)
Flying When Screaming Seahawk enters, you may search your library for a card named Screaming Seahawk, reveal it, put it into your hand, then shuffle.
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Sea Drake
( 3)
Creature — Drake
(4/3)
Flying When Sea Drake enters, return two target lands you control to their owner's hand.
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Sea Gate
( 0)
Land — Gate
Sea Gate enters tapped. As Sea Gate enters, choose a color other than blue. : Add or one mana of the chosen color.
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Sea Gate Banneret
( 1)
Creature — Kor Warrior
(1/2)
: Creatures you control get +1/+1 until end of turn.
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Sea Gate Colossus
( 7)
Artifact Creature — Golem Warrior
(7/5)
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Sea Gate Loremaster
( 5)
Creature — Merfolk Wizard Ally
(1/3)
: Draw a card for each Ally you control.
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Sea Gate Oracle
( 3)
Creature — Human Wizard
(1/3)
When Sea Gate Oracle enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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Sea Gate Restoration
( 7)
Sorcery
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
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Sea Gate Stormcaller
( 2)
Creature — Human Wizard
(2/1)
Kicker When Sea Gate Stormcaller enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If Sea Gate Stormcaller was kicked, copy that spell twice instead. You may choose new targets for the copies.
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Sea Gate, Reborn
( 0)
Land
As Sea Gate, Reborn enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Sea God's Revenge
( 6)
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Sea God's Scorn
( 6)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
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Sea Hag
( 5)
Creature — Hag
(3/5)
When Sea Hag enters, creatures your opponents control get -4/-0 until end of turn.
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Sea Legs
( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
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Sea Monster
( 6)
Creature — Serpent
(6/6)
Sea Monster can't attack unless defending player controls an Island.
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Sea of Clouds
( 0)
Land
Sea of Clouds enters tapped unless you have two or more opponents. : Add or .
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Sea Serpent
( 6)
Creature — Serpent
(5/5)
Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent.
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Sea Snidd
( 5)
Creature — Beast
(3/3)
: Target land becomes the basic land type of your choice until end of turn.
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Sea Spirit
( 5)
Creature — Elemental Spirit
(2/3)
: Sea Spirit gets +1/+0 until end of turn.
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Sea Sprite
( 2)
Creature — Faerie
(1/1)
Flying, protection from red
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Sea Troll
( 3)
Creature — Troll
(2/1)
: Regenerate Sea Troll. Activate only if Sea Troll blocked or was blocked by a blue creature this turn.
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