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Akiri, Fearless Voyager
( 3)
Legendary Creature — Kor Warrior
(3/3)
Whenever you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
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Akiri, Line-Slinger
( 2)
Legendary Creature — Kor Soldier Ally
(0/3)
First strike, vigilance Akiri, Line-Slinger gets +1/+0 for each artifact you control. Partner (You can have two commanders if both have partner.)
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Ardenn, Intrepid Archaeologist
( 3)
Legendary Creature — Kor Scout
(2/2)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
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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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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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Attended Healer
( 4)
Creature — Kor Cleric
(2/3)
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token. : Another target Cleric gains lifelink until end of turn.
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Attentive Skywarden
( 3)
Creature — Phyrexian Kor
(2/2)
Flying Whenever Attentive Skywarden deals combat damage to a player or battle, transform up to one target Incubator token you control.
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Ayli, Eternal Pilgrim
( 2)
Legendary Creature — Kor Cleric
(2/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) , Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. , Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
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Balduvian Berserker
( 3)
Creature — Kor Berserker
(1/3)
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 Balduvian Berserker dies, it deals damage equal to its power to any target.
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Cliff Threader
( 2)
Creature — Kor Scout
(2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
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Cliffside Lookout
( 1)
Creature — Kor Scout Ally
(1/1)
: Creatures you control get +1/+1 until end of turn.
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Cliffside Rescuer
( 2)
Creature — Kor Soldier
(2/2)
Vigilance , Sacrifice Cliffside Rescuer: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
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Dawnglare Invoker
( 3)
Creature — Kor Wizard
(2/1)
Flying : Tap all creatures target player controls.
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Devout Lightcaster
( 3)
Creature — Kor Cleric
(2/2)
Protection from black When Devout Lightcaster enters, exile target black permanent.
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Elas il-Kor, Sadistic Pilgrim
( 2)
Legendary Creature — Phyrexian Kor Cleric
(2/2)
Deathtouch Whenever another creature you control enters, you gain 1 life. Whenever another creature you control dies, each opponent loses 1 life.
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Ertha Jo, Frontier Mentor
( 4)
Legendary Creature — Kor Advisor
(2/4)
When Ertha Jo, Frontier Mentor enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
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Expedition Healer
( 2)
Creature — Kor Cleric
(2/2)
Vigilance Expedition Healer has lifelink as long as you control another Cleric.
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Farsight Adept
( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters, you and target opponent each draw a card.
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Giver of Runes
( 1)
Creature — Kor Cleric
(1/2)
: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
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Kitesail Apprentice
( 1)
Creature — Kor Soldier
(1/1)
As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying.
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Kitesail Cleric
( 1)
Creature — Kor Cleric
(1/1)
Kicker (You may pay an additional as you cast this spell.) Flying When Kitesail Cleric enters, if it was kicked, tap up to two target creatures.
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Knight of Cliffhaven
( 2)
Creature — Kor Knight
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/3 Flying LEVEL 4+ 4/4 Flying, vigilance
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Kor Aeronaut
( 2)
Creature — Kor Soldier
(2/2)
Kicker (You may pay an additional as you cast this spell.) Flying When Kor Aeronaut enters, if it was kicked, target creature gains flying until end of turn.
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Kor Blademaster
( 2)
Creature — Kor Warrior
(1/1)
Double strike Equipped Warriors you control have double strike.
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Kor Bladewhirl
( 2)
Creature — Kor Soldier Ally
(2/2)
Rally — Whenever Kor Bladewhirl or another Ally you control enters, creatures you control gain first strike until end of turn.
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Kor Cartographer
( 4)
Creature — Kor Scout
(2/2)
When Kor Cartographer enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Kor Castigator
( 2)
Creature — Kor Wizard Ally
(3/1)
Kor Castigator can't be blocked by Eldrazi Scions.
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Kor Celebrant
( 3)
Creature — Kor Cleric
(1/4)
Whenever Kor Celebrant or another creature you control enters, you gain 1 life.
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Kor Duelist
( 1)
Creature — Kor Soldier
(1/1)
As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.)
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Kor Entanglers
( 5)
Creature — Kor Soldier Ally
(3/4)
Rally — Whenever Kor Entanglers or another Ally you control enters, tap target creature an opponent controls.
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Kor Firewalker
( 2)
Creature — Kor Soldier
(2/2)
Protection from red Whenever a player casts a red spell, you may gain 1 life.
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Kor Hookmaster
( 3)
Creature — Kor Soldier
(2/2)
When Kor Hookmaster enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Kor Line-Slinger
( 2)
Creature — Kor Scout
(0/1)
: Tap target creature with power 3 or less.
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Kor Outfitter
( 2)
Creature — Kor Soldier
(2/2)
When Kor Outfitter enters, you may attach target Equipment you control to target creature you control.
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Kor Sanctifiers
( 3)
Creature — Kor Cleric
(2/3)
Kicker (You may pay an additional as you cast this spell.) When Kor Sanctifiers enters, if it was kicked, destroy target artifact or enchantment.
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Kor Scythemaster
( 3)
Creature — Kor Soldier Ally
(3/1)
Kor Scythemaster has first strike as long as it's attacking.
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Kor Sky Climber
( 3)
Creature — Kor Soldier Ally
(3/2)
: Kor Sky Climber gains flying until end of turn.
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Kor Skyfisher
( 2)
Creature — Kor Soldier
(2/3)
Flying When Kor Skyfisher enters, return a permanent you control to its owner's hand.
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Kor Spiritdancer
( 2)
Creature — Kor Wizard
(0/2)
Kor Spiritdancer gets +2/+2 for each Aura attached to it. Whenever you cast an Aura spell, you may draw a card.
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Lancers en-Kor
( 5)
Creature — Kor Soldier
(3/3)
Trample : The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.
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Lawbringer
( 3)
Creature — Kor Rebel
(2/2)
, Sacrifice Lawbringer: Exile target red creature.
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Lightbringer
( 3)
Creature — Kor Rebel
(2/2)
, Sacrifice Lightbringer: Exile target black creature.
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Lone Missionary
( 2)
Creature — Kor Monk
(2/1)
When Lone Missionary enters, you gain 4 life.
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Looter il-Kor
( 2)
Creature — Kor Rogue
(1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card.
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Lorehold Pledgemage
( 3)
Creature — Kor Shaman
(2/2)
First strike Magecraft — Whenever you cast or copy an instant or sorcery spell, Lorehold Pledgemage gets +1/+0 until end of turn.
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Makindi Shieldmate
( 3)
Creature — Kor Soldier Ally
(0/3)
Defender Whenever Makindi Shieldmate or another Ally you control enters, you may put a +1/+1 counter on Makindi Shieldmate.
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Marsh Threader
( 2)
Creature — Kor Scout
(2/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Munda, Ambush Leader
( 4)
Legendary Creature — Kor Ally
(3/4)
Haste Rally — Whenever Munda, Ambush Leader or another Ally you control enters, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order.
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Munda's Vanguard
( 5)
Creature — Kor Knight Ally
(3/3)
Cohort — , Tap an untapped Ally you control: Put a +1/+1 counter on each creature you control.
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Nahiri, Forged in Fury
( 6)
Legendary Creature — Kor Artificer
(5/4)
Affinity for Equipment (This spell costs less to cast for each Equipment you control.) Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
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Nomads en-Kor
( 1)
Creature — Kor Nomad Soldier
(1/1)
: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.
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Ondu Cleric
( 2)
Creature — Kor Cleric Ally
(1/1)
Whenever Ondu Cleric or another Ally you control enters, you may gain life equal to the number of Allies you control.
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Ondu Knotmaster
( 4)
Creature — Kor Rogue
(2/2)
Lifelink Whenever another modified creature you control dies, put two +1/+1 counters on Ondu Knotmaster.
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Ondu Spiritdancer
( 5)
Creature — Kor Cleric
(3/3)
Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn.
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Orah, Skyclave Hierophant
( 4)
Legendary Creature — Kor Cleric
(3/3)
Lifelink Whenever Orah, Skyclave Hierophant or another Cleric you control dies, return target Cleric card with lesser mana value from your graveyard to the battlefield.
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Outrider en-Kor
( 3)
Creature — Kor Rebel Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.
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Professor of Symbology
( 2)
Creature — Kor Cleric
(2/1)
When Professor of Symbology enters, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
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Relief Captain
( 4)
Creature — Kor Knight Ally
(3/2)
When Relief Captain enters, support 3. (Put a +1/+1 counter on each of up to three other target creatures.)
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Savior of the Small
( 4)
Creature — Kor Survivor
(3/4)
Survival — At the beginning of your second main phase, if Savior of the Small is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
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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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Shaman en-Kor
( 2)
Creature — Kor Cleric Shaman
(1/2)
: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead. : The next time a source of your choice would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.
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Silkenfist Fighter
( 2)
Creature — Kor Soldier
(1/3)
Whenever Silkenfist Fighter becomes blocked, untap it.
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Silkenfist Order
( 5)
Creature — Kor Soldier
(3/5)
Whenever Silkenfist Order becomes blocked, untap it.
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Silverquill Lecturer
( 5)
Creature — Kor Wizard
(3/3)
Creature spells you cast have demonstrate. (Whenever you cast a creature spell, you may copy it. If you do, choose an opponent to also copy it. Each copy becomes a token.)
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Skyclave Apparition
( 3)
Creature — Kor Spirit
(2/2)
When Skyclave Apparition enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less. When Skyclave Apparition leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
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Skyclave Cleric
( 2)
Creature — Kor Cleric
(1/3)
When Skyclave Cleric enters, you gain 2 life.
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Spirit en-Kor
( 4)
Creature — Kor Spirit
(2/2)
Flying : The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.
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Squad Commander
( 4)
Creature — Kor Warrior
(3/3)
When Squad Commander enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
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Stone Haven Outfitter
( 2)
Creature — Kor Artificer Ally
(2/2)
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
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Stone Haven Pilgrim
( 2)
Creature — Kor Cleric
(2/2)
Whenever Stone Haven Pilgrim attacks, if you control an artifact or enchantment, Stone Haven Pilgrim gets +1/+1 and gains lifelink until end of turn.
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Stoneforge Acolyte
( 1)
Creature — Kor Artificer Ally
(1/2)
Cohort — , Tap an untapped Ally you control: Look at the top four cards of your library. You may reveal an Equipment 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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Stoneforge Mystic
( 2)
Creature — Kor Artificer
(1/2)
When Stoneforge Mystic enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle. , : You may put an Equipment card from your hand onto the battlefield.
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Ondu Knotmaster (Throw a Line)
( 2)
Sorcery — Adventure
Distribute two +1/+1 counters among one or two target creatures. (Then exile this card. You may cast the creature later from exile.)
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Thunderous Orator
( 2)
Creature — Kor Wizard
(2/2)
Vigilance Whenever Thunderous Orator attacks, it gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, indestructible, lifelink, menace, and trample.
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Valiant Veteran
( 2)
Creature — Kor Soldier
(2/2)
Other Soldiers you control get +1/+1. , Exile Valiant Veteran from your graveyard: Put a +1/+1 counter on each Soldier you control.
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Warrior en-Kor
( 2)
Creature — Kor Warrior Knight
(2/2)
: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.
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