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Akroan Crusader
 ( 1)
Creature — Human Soldier
(1/1)
Heroic — Whenever you cast a spell that targets this creature, create a 1/1 red Soldier creature token with haste. (It can attack and as soon as it comes under your control.)
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Akroan Hoplite
  ( 2)
Creature — Human Soldier
(1/2)
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
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Akroan Horse
 ( 4)
Artifact Creature — Horse
(0/4)
Defender When this creature enters, an opponent gains control of it. At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
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Akroan Line Breaker
  ( 3)
Creature — Human Warrior
(2/1)
Heroic — Whenever you cast a spell that targets this creature, this creature gets +2/+0 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Akroan Phalanx
  ( 4)
Creature — Human Soldier
(3/3)
Vigilance  : Creatures you control get +1/+0 until end of turn.
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Akroan Sergeant
  ( 3)
Creature — Human Soldier
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Akroan Skyguard
  ( 2)
Creature — Human Soldier
(1/1)
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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Akroma, Angel of Wrath
    ( 8)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
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Akroma's Vengeance
   ( 6)
Sorcery
Destroy all artifacts, creatures, and enchantments. Cycling ( , Discard this card: Draw a card.)
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Akul the Unrepentant
    ( 4)
Legendary Creature — Scorpion Dragon Rogue
(5/5)
Flying, trample Sacrifice three other creatures: You may put a creature card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
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Alaborn Veteran
  ( 3)
Creature — Human Knight
(2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
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Alacrian Armory
  ( 4)
Artifact
Creatures you control get +0/+1 and have vigilance. At the beginning of combat on your turn, choose up to one target Mount or Vehicle you control. Until end of turn, that permanent becomes saddled if it's a Mount and becomes an artifact creature if it's a Vehicle.
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Alacrian Jaguar
  ( 5)
Creature — Cat Mount
(4/4)
Vigilance Whenever this creature attacks while saddled, it gets +2/+2 until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Alandra, Sky Dreamer
   ( 4)
Legendary Creature — Merfolk Wizard
(2/4)
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying. Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
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Alania, Divergent Storm
   ( 5)
Legendary Creature — Otter Wizard
(3/5)
Whenever you cast a spell, if it's the first instant spell, the first sorcery spell, or the first Otter spell other than Alania you've cast this turn, you may have target opponent draw a card. If you do, copy that spell. You may choose new targets for the copy.
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Alania's Pathmaker
  ( 4)
Creature — Otter Wizard
(4/2)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
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Alberix, the Trade Planet (playtest)
   ( 4)
World Enchantment
Planet (When this permanent enters, exile the top five cards of your library as its resources.) Trade Routes — At the beginning of your precombat main phase, choose one — • Discard a card. If you do, put two of Alberix's resources into its owner's hand. • Exile the top card of your library as a resource.
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Alchemist's Assistant
  ( 2)
Creature — Monkey
(2/1)
Lifelink Renew —  , Exile this card from your graveyard: Put a lifelink counter on target creature. Activate only as a sorcery.
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Alesha's Vanguard
  ( 4)
Creature — Orc Warrior
(3/3)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Alexander Clamilton
  ( 3)
Legendary Creature — Clamfolk Advisor Rebel
(0/4)
Whenever you cast a wordy spell, scry 2. (A spell is wordy if it has four or more lines of rules text.)  , : Choose target creature you don't control. Reveal the top card of your library. Alexander Clamilton gets +X/+0 until end of turn, where X is the number of lines of rules text of the revealed card. Alexander Clamilton fights that creature.
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Aliban's Tower
  ( 2)
Instant
Target blocking creature gets +3/+1 until end of turn.
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Alibou, Ancient Witness
   ( 5)
Legendary Artifact Creature — Golem
(4/5)
Other artifact creatures you control have haste. Whenever one or more artifact creatures you control attack, Alibou deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
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Alliance of Arms
 ( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player creates X 1/1 white Soldier creature tokens, where X is the total amount of mana paid this way.
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Alloy Animist
 ( 1)
Creature — Human Druid
(1/1)
 : Until end of turn, target noncreature artifact you control becomes a 4/4 artifact creature.
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Altanak, the Thrice-Called
   ( 7)
Legendary Creature — Insect Beast
(9/9)
Trample Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card.  , Discard this card: Return target land card from your graveyard to the battlefield tapped.
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Altar of the Pantheon
 ( 3)
Artifact
Your devotion to each color and each combination of colors is increased by one. : Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.
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Amaranthine Wall
 ( 4)
Artifact Creature — Wall
(0/6)
Defender : This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Ambitious Farmhand
  ( 2)
Creature — Human Peasant
(1/1)
When this creature enters, you may search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. Coven —   : Transform this creature. Activate only if you control three or more creatures with different powers.
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Ambuscade Shaman
  ( 3)
Creature — Orc Shaman
(2/2)
Whenever this creature or another creature you control enters, that creature gets +2/+2 until end of turn. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Ambush Commander
   ( 5)
Creature — Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands.  , Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
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Amoeboid Changeling
  ( 2)
Creature — Shapeshifter
(1/1)
Changeling (This card is every creature type.) : Target creature gains all creature types until end of turn.
: Target creature loses all creature types until end of turn.
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Amphibian Downpour
  ( 3)
Enchantment — Aura
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
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Ampryn Tactician
   ( 4)
Creature — Human Soldier
(3/3)
When this creature enters, creatures you control get +1/+1 until end of turn.
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An Incident Has Occurred
  ( 2)
Sorcery
Choose one or both — • Destroy target creature with flying. • Destroy target Attraction. (It's put into its owner's junkyard.) You may apologize. If you do, you gain 3 life.
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An Offer You Can't Refuse
 ( 1)
Instant
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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An Unearthly Child
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
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Ana Sanctuary
  ( 3)
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
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Anaba Ancestor
  ( 2)
Creature — Minotaur Spirit
(1/1)
: Another target Minotaur creature gets +1/+1 until end of turn.
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Anaba Bodyguard
  ( 4)
Creature — Minotaur
(2/3)
First strike (This creature deals combat damage before creatures without first strike.)
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Anaba Shaman
  ( 4)
Creature — Minotaur Shaman
(2/2)
, : This creature deals 1 damage to any target.
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Anaconda
  ( 4)
Creature — Snake
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anafenza, Kin-Tree Spirit
  ( 2)
Legendary Creature — Spirit Soldier
(2/2)
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Anafenza, the Foremost
   ( 3)
Legendary Creature — Human Soldier
(4/4)
Whenever Anafenza attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
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Anafenza, Unyielding Lineage
  ( 3)
Legendary Creature — Spirit Soldier
(2/2)
Flash First strike Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
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Analyze the Pollen
 ( 1)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
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Anara, Wolvid Familiar
  ( 4)
Legendary Creature — Wolf Beast
(4/4)
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
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Anarchist
  ( 5)
Creature — Human Wizard
(2/2)
When this creature enters, you may return target sorcery card from your graveyard to your hand.
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Anarchy
   ( 4)
Sorcery
Destroy all white permanents.
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Anax and Cymede
   ( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
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Anax and Cymede & Kynaios and Tiro (playtest)
     ( 5)
Legendary Creature — — Human Soldier
(3/8)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
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Anax, Hardened in the Forge
   ( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
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Ancestor Dragon
   ( 6)
Creature — Dragon
(5/6)
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
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Ancestors' Aid
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Ancestor's Chosen
   ( 7)
Creature — Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.) When this creature enters, you gain 1 life for each card in your graveyard.
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Ancestor's Embrace
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink. If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
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Ancestor's Prophet
  ( 5)
Creature — Human Cleric
(1/5)
Tap five untapped Clerics you control: You gain 10 life.
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Ancestral Anger
 ( 1)
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
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Ancestral Blade
  ( 2)
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Hot Dog Minotaur
( 0)
Stickers
2 — Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) 3 — Flying 2 — 1/4 5 — 8/6
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Ancestral Katana
  ( 2)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay . When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Ancestral Knowledge
  ( 2)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this enchantment enters, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When this enchantment leaves the battlefield, shuffle your library.
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Ancestral Mask
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
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Ancestral Memories
    ( 5)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
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Ancestral Statue
 ( 4)
Artifact Creature — Golem
(3/4)
When this creature enters, return a nonland permanent you control to its owner's hand.
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Ancestral Vengeance
  ( 2)
Enchantment — Aura
Enchant creature When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
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Ancestral Vision
( 0)
Sorcery
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
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Anchor to Reality
   ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
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Anchor to the Aether
  ( 3)
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Ancient Amphitheater
( 0)
Land
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped. : Add or .
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Ancient Animus
  ( 2)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Ancient Brass Dragon
   ( 7)
Creature — Elder Dragon
(7/6)
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
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Ancient Bronze Dragon
   ( 7)
Creature — Elder Dragon
(7/7)
Flying Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
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Ancient Cellarspawn
   ( 3)
Enchantment Creature — Horror
(3/3)
Each spell you cast that's a Demon, Horror, or Nightmare costs less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
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Ancient Copper Dragon
   ( 6)
Creature — Elder Dragon
(6/5)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
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Ancient Cornucopia
  ( 3)
Artifact
Whenever you cast a spell that's one or more colors, you may gain 1 life for each of that spell's colors. Do this only once each turn. : Add one mana of any color.
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Ancient Excavation
   ( 4)
Instant
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Ancient Gold Dragon
   ( 7)
Creature — Elder Dragon
(7/10)
Flying Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
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Ancient Greenwarden
   ( 6)
Creature — Elemental
(5/7)
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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