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Anoint with Affliction
( 2)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
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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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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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Attune with Aether
( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get (two energy counters).
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Audience with Trostani
( 3)
Sorcery
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
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Bear with Set's Mechanic (playtest)
( 2)
Creature — — Bear
(2/2)
Vigilance Aggressive (During your turn, there is an additional combat phase after the first, and only creatures with aggressive may attack during it.)
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Beast Within
( 3)
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
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Beledros Witherbloom
( 7)
Legendary Creature — Elder Dragon
(4/4)
Flying At the beginning of each upkeep, create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life." Pay 10 life: Untap all lands you control. Activate only once each turn.
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Blind with Anger
( 4)
Instant — Arcane
Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.
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Burn from Within
( 1)
Sorcery
Burn from Within deals X damage to any target. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead.
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Coat with Venom
( 1)
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Commune with Dinosaurs
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Commune with Evil
( 3)
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain 3 life.
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Commune with Lava
( 2)
Instant
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
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Commune with Nature
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Commune with Spirits
( 1)
Sorcery
Look at the top four cards of your library. You may reveal an enchantment or land 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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Commune with the Gods
( 2)
Sorcery
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
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Concord with the Kami
( 4)
Enchantment
At the beginning of your end step, choose one or more — • Put a +1/+1 counter on target creature with a counter on it. • Draw a card if you control an enchanted creature. • Create a 1/1 colorless Spirit creature token if you control an equipped creature.
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Dance with Calamity
( 8)
Sorcery
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
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Dance with Devils
( 4)
Instant
Create two 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."
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Dark Withering
( 6)
Instant
Destroy target nonblack creature. 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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Djeru, With Eyes Open
( 5)
Legendary Creature — Human Warrior
(4/3)
Vigilance When Djeru, With Eyes Open enters, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle. If a source would deal damage to a planeswalker you control, prevent 1 of that damage.
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Fill with Fright
( 4)
Sorcery
Target player discards two cards. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Grapple with the Past
( 2)
Instant
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
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Gumdrop Poisoner
( 3)
Creature — Human Warlock
(3/2)
Lifelink When Gumdrop Poisoner enters, up to one target creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
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Infuse with the Elements
( 4)
Instant
Converge — Put X +1/+1 counters on target creature, where X is the number of colors of mana spent to cast this spell. That creature gains trample until end of turn.
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Infuse with Vitality
( 2)
Instant
Until end of turn, target creature gains deathtouch and "When this creature dies, return it to the battlefield tapped under its owner's control." You gain 2 life.
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Lace with Moonglove
( 3)
Instant
Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.) Draw a card.
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Light from Within
( 4)
Enchantment
Chroma — Each creature you control gets +1/+1 for each white mana symbol in its mana cost.
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Once More with Feeling
( 4)
Sorcery
Exile all permanents and all cards from all graveyards. Each player shuffles their hand into their library, then draws seven cards. Each player's life total becomes 10. Exile Once More with Feeling. DCI ruling — A deck can have only one card named Once More with Feeling.
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One with Nature
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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One with the Kami
( 4)
Enchantment — Aura
Flash Enchant creature you control Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
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One with the Machine
( 4)
Sorcery
Draw cards equal to the highest mana value among artifacts you control.
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One with the Multiverse
( 8)
Enchantment
You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
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One with the Stars
( 4)
Enchantment — Aura
Enchant creature or enchantment Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)
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One With the Wind
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying.
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Play with Fire
( 1)
Instant
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Screams from Within
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1. When enchanted creature dies, return Screams from Within from your graveyard to the battlefield.
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Sleep with the Fishes
( 4)
Enchantment — Aura
Enchant creature When Sleep with the Fishes enters, tap enchanted creature and you create a 1/1 blue Fish creature token with "This creature can't be blocked." Enchanted creature doesn't untap during its controller's untap step.
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Tempt with Bunnies
( 3)
Sorcery
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
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Tempt with Discovery
( 4)
Sorcery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
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Tempt with Glory
( 6)
Sorcery
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
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Tempt with Immortality
( 5)
Sorcery
Tempting offer — Return a creature card from your graveyard to the battlefield. Each opponent may return a creature card from their graveyard to the battlefield. For each opponent who does, return a creature card from your graveyard to the battlefield.
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Tempt with Mayhem
( 3)
Instant
Tempting offer — Choose target instant or sorcery spell. Each opponent may copy that spell and may choose new targets for the copy they control. You copy that spell once plus an additional time for each opponent who copied the spell this way. You may choose new targets for the copies you control.
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Tempt with Reflections
( 4)
Sorcery
Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.
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Tempt with Vengeance
( 1)
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
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Walk with the Ancestors
( 5)
Sorcery
Return up to one target permanent card from your graveyard to your hand. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Withdraw
( 2)
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays .
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Withengar Unbound
( 0)
Legendary Creature — Demon
(13/13)
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
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Wither and Bloom
( 2)
Instant
Target creature gets -3/-3 until end of turn. , Exile Wither and Bloom from your graveyard: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
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Witherbloom Apprentice
( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
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Witherbloom Command
( 2)
Sorcery
Choose two — • Target player mills three cards, then you return a land card from your graveyard to your hand. • Destroy target noncreature, nonland permanent with mana value 2 or less. • Target creature gets -3/-1 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Witherbloom Pledgemage
( 5)
Creature — Treefolk Warlock
(5/5)
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
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Withercrown
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
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Withered Wretch
( 2)
Creature — Zombie Cleric
(2/2)
: Exile target card from a graveyard.
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Withering Boon
( 2)
Instant
As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
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Withering Gaze
( 3)
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
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Withering Hex
( 1)
Enchantment — Aura
Enchant creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex.
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Withering Torment
( 3)
Instant
Destroy target creature or enchantment. You lose 2 life.
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Withering Wisps
( 3)
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps. : Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
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Witherscale Wurm
( 6)
Creature — Wurm
(9/9)
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.
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Without Weakness
( 2)
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) Cycling (, Discard this card: Draw a card.)
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Withstand
( 3)
Instant
Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
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Withstand Death
( 1)
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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