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Inspiring Vantage
( 0)
Land
Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Inspiring Veteran
( 2)
Creature — Human Knight
(2/2)
Other Knights you control get +1/+1.
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Inspirit
( 3)
Instant
Untap target creature. It gets +2/+4 until end of turn.
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Ironpaw Aspirant
( 2)
Creature — Cat Warrior
(1/2)
When Ironpaw Aspirant enters the battlefield, put a +1/+1 counter on target creature.
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Jeweled Spirit
( 5)
Creature — Spirit
(3/3)
Flying Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn.
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Kaya, Spirits' Justice
( 4)
Legendary Planeswalker — Kaya
(3)
Whenever one or more creatures you control and/or creature cards in your graveyard are put into exile, you may choose a creature card from among them. Until end of turn, target token you control becomes a copy of it, except it has flying. +2: Surveil 2, then exile a card from a graveyard. +1: Create a 1/1 white and black Spirit creature token with flying. −2: Exile target creature you control. For each other player, exile up to one target creature that player controls.
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Kolaghan Aspirant
( 2)
Creature — Human Warrior
(2/1)
Whenever Kolaghan Aspirant becomes blocked by a creature, Kolaghan Aspirant deals 1 damage to that creature.
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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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Krovikan Vampire
( 5)
Creature — Vampire
(3/3)
At the beginning of each end step, if a creature dealt damage by Krovikan Vampire this turn died, put that card onto the battlefield under your control. Sacrifice it when you lose control of Krovikan Vampire.
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Kukemssa Pirates
( 4)
Creature — Human Pirate
(2/2)
Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates assigns no combat damage this turn.
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Lantern Spirit
( 3)
Creature — Spirit
(2/1)
Flying : Return Lantern Spirit to its owner's hand.
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Lavinia, Foil to Conspiracy
( 3)
Legendary Creature — Human Detective
(2/3)
Vigilance Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") : Add . Activate only during an opponent's turn.
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Looming Spires
( 0)
Land
Looming Spires enters the battlefield tapped. When Looming Spires enters the battlefield, target creature gets +1/+1 and gains first strike until end of turn. : Add .
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Luminarch Aspirant
( 2)
Creature — Human Cleric
(1/1)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
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Mark of the Vampire
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
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Melesse Spirit
( 5)
Creature — Angel Spirit
(3/3)
Flying, protection from black
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Memory Vampire
( 6)
Creature — Vampire Detective
(4/4)
Flying Whenever Memory Vampire deals combat damage to a player, any number of target players each mill that many cards. Then you may collect evidence 9. When you do, you may cast target nonland card from defending player's graveyard without paying its mana cost.
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Mephidross Vampire
( 6)
Creature — Vampire
(3/4)
Flying Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature."
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Moat Piranhas
( 2)
Creature — Fish
(3/3)
Defender (This creature can't attack.)
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Nature's Spiral
( 2)
Sorcery
Return target permanent card from your graveyard to your hand.
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Nether Spirit
( 3)
Creature — Spirit
(2/2)
At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to the battlefield.
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Oathsworn Vampire
( 2)
Creature — Vampire Knight
(2/2)
Oathsworn Vampire enters the battlefield tapped. You may cast Oathsworn Vampire from your graveyard if you gained life this turn.
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Old-Fashioned Vampire
( 5)
Creature — Vampyre
(3/3)
Flying Old-Fashioned Vampire gets +2/+2 and has deathtouch as long as it's dark outdoors.
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Ondu Spiritdancer
( 5)
Creature — Kor Cleric
(3/3)
Whenever an enchantment enters the battlefield under your control, you may create a token that's a copy of it. Do this only once each turn.
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Orchard Spirit
( 3)
Creature — Spirit
(2/2)
Orchard Spirit can't be blocked except by creatures with flying or reach.
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Pestilent Spirit
( 3)
Creature — Spirit
(3/2)
Menace, deathtouch Instant and sorcery spells you control have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
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Pir, Imaginative Rascal
( 3)
Legendary Creature — Human
(1/1)
Partner with Toothy, Imaginary Friend (When this creature enters the battlefield, target player may put Toothy into their hand from their library, then shuffle.) If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.
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Piracy
( 2)
Sorcery
Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells.
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Piracy Charm
( 1)
Instant
Choose one — • Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) • Target creature gets +2/-1 until end of turn. • Target player discards a card.
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Piranha Marsh
( 0)
Land
Piranha Marsh enters the battlefield tapped. When Piranha Marsh enters the battlefield, target player loses 1 life. : Add .
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Pirate Hat
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, draw a card, then discard a card." Equip Pirate Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Pirate Ship
( 5)
Creature — Human Pirate
(4/3)
Pirate Ship can't attack unless defending player controls an Island. : Pirate Ship deals 1 damage to any target. When you control no Islands, sacrifice Pirate Ship.
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Pirated Copy
( 5)
Creature — Shapeshifter Pirate
(0/0)
You may have Pirated Copy enter the battlefield as a copy of any creature on the battlefield, except it's a Pirate in addition to its other types and it has "Whenever this creature or another creature with the same name deals combat damage to a player, you draw a card."
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Pirate's Cutlass
( 3)
Artifact — Equipment
When Pirate's Cutlass enters the battlefield, attach it to target Pirate you control. Equipped creature gets +2/+1. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Pirate's Pillage
( 4)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Pirate's Prize
( 4)
Sorcery
Draw two cards. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Pir's Whim
( 4)
Sorcery
For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment they control.
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Plundering Pirate
( 3)
Creature — Orc Pirate
(3/2)
When Plundering Pirate enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
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Prosperous Pirates
( 5)
Creature — Human Pirate
(3/4)
When Prosperous Pirates enters the battlefield, create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Psychic Spiral
( 5)
Instant
Shuffle all cards from your graveyard into your library. Target player mills that many cards.
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Quag Vampires
( 1)
Creature — Vampire Rogue
(1/1)
Multikicker (You may pay an additional any number of times as you cast this spell.) Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.
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Radjan Spirit
( 4)
Creature — Spirit
(3/2)
: Target creature loses flying until end of turn.
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Raging Spirit
( 4)
Creature — Spirit
(3/3)
: Raging Spirit becomes colorless until end of turn.
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Ravenous Vampire
( 5)
Creature — Vampire
(3/3)
Flying At the beginning of your upkeep, you may sacrifice a nonartifact creature. If you do, put a +1/+1 counter on Ravenous Vampire. If you don't, tap Ravenous Vampire.
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Reef Pirates
( 3)
Creature — Zombie Pirate
(2/2)
Whenever Reef Pirates deals damage to an opponent, that player mills a card.
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Repentant Vampire
( 5)
Creature — Vampire
(3/3)
Flying Whenever a creature dealt damage by Repentant Vampire this turn dies, put a +1/+1 counter on Repentant Vampire. Threshold — As long as seven or more cards are in your graveyard, Repentant Vampire is white and has ": Destroy target black creature."
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Restless Spire
( 0)
Land
Restless Spire enters the battlefield tapped. : Add or . : Until end of turn, Restless Spire becomes a 2/1 blue and red Elemental creature with "As long as it's your turn, this creature has first strike." It's still a land. Whenever Restless Spire attacks, scry 1.
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Rupture Spire
( 0)
Land
Rupture Spire enters the battlefield tapped. When Rupture Spire enters the battlefield, sacrifice it unless you pay . : Add one mana of any color.
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Sanctum Spirit
( 4)
Creature — Spirit
(3/2)
Lifelink Discard a historic card: Sanctum Spirit gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)
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Sarpadian Empires, Vol. VII
( 3)
Artifact
As Sarpadian Empires, Vol. VII enters the battlefield, choose white Citizen, blue Camarid, black Thrull, red Goblin, or green Saproling. , : Create a 1/1 creature token of the chosen color and type.
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Scampire
( 3)
Creature — Vampire Employee
(1/3)
When Scampire enters the battlefield, you get , then you may put a sticker on a creature card in your graveyard. : Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
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Scepter of Empires
( 3)
Artifact
: Scepter of Empires deals 1 damage to target player or planeswalker. It deals 3 damage instead if you control artifacts named Crown of Empires and Throne of Empires.
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Scheming Aspirant
( 2)
Creature — Phyrexian Advisor
(1/3)
Whenever you proliferate, each opponent loses 2 life and you gain 2 life.
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School of Piranha
( 2)
Creature — Fish
(3/3)
At the beginning of your upkeep, sacrifice School of Piranha unless you pay .
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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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Selfless Spirit
( 2)
Creature — Spirit Cleric
(2/1)
Flying Sacrifice Selfless Spirit: Creatures you control gain indestructible until end of turn.
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Sengir Vampire
( 5)
Creature — Vampire
(4/4)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire.
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Shadowcloak Vampire
( 5)
Creature — Vampire
(4/3)
Pay 2 life: Shadowcloak Vampire gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Sibilant Spirit
( 6)
Creature — Spirit
(5/6)
Flying Whenever Sibilant Spirit attacks, defending player may draw a card.
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Simian Spirit Guide
( 3)
Creature — Ape Spirit
(2/2)
Exile Simian Spirit Guide from your hand: Add .
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Skeletal Vampire
( 6)
Creature — Vampire Skeleton
(3/3)
Flying When Skeletal Vampire enters the battlefield, create two 1/1 black Bat creature tokens with flying. , Sacrifice a Bat: Create two 1/1 black Bat creature tokens with flying. Sacrifice a Bat: Regenerate Skeletal Vampire.
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Skymarcher Aspirant
( 1)
Creature — Vampire Soldier
(2/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Skymarcher Aspirant has flying as long as you have the city's blessing.
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Skyshroud Vampire
( 5)
Creature — Vampire
(3/3)
Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.
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Smoke Spirits' Aid
( 1)
Sorcery
For each of up to X target creatures, create a red Aura enchantment token named Smoke Blessing attached to that creature. Those tokens have enchant creature and "When enchanted creature dies, it deals 1 damage to its controller and you create a Treasure token."
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Smoldering Spires
( 0)
Land
Smoldering Spires enters the battlefield tapped. When Smoldering Spires enters the battlefield, target creature can't block this turn. : Add .
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Song of Inspiration
( 5)
Instant
Choose up to two target permanent cards in your graveyard. Roll a d20 and add the total mana value of those cards. 1–14 | Return those cards to your hand. 15+ | Return those cards to your hand. You gain life equal to their total mana value.
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Sorin, Vampire Lord
( 6)
Legendary Planeswalker — Sorin
(4)
+1: Up to one target creature gets +2/+0 until end of turn. −2: Sorin, Vampire Lord deals 4 damage to any target. You gain 4 life. −8: Until end of turn, each Vampire you control gains ": Gain control of target creature."
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Soulsworn Spirit
( 4)
Creature — Spirit
(2/1)
Soulsworn Spirit can't be blocked. When Soulsworn Spirit enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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Spiraling Duelist
( 4)
Creature — Human Berserker
(3/1)
Metalcraft — Spiraling Duelist has double strike as long as you control three or more artifacts.
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Spiraling Embers
( 4)
Sorcery — Arcane
Spiraling Embers deals damage to any target equal to the number of cards in your hand.
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Spire Barrage
( 5)
Sorcery
Spire Barrage deals damage to any target equal to the number of Mountains you control.
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Spire Garden
( 0)
Land
Spire Garden enters the battlefield tapped unless you have two or more opponents. : Add or .
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Spire Golem
( 6)
Artifact Creature — Golem
(2/4)
Affinity for Islands (This spell costs less to cast for each Island you control.) Flying
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Spire Mangler
( 3)
Creature — Insect
(2/1)
Flash Flying When Spire Mangler enters the battlefield, target creature you control with flying gets +2/+0 until end of turn.
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Spire Monitor
( 5)
Creature — Phyrexian Drake
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Spire of Industry
( 0)
Land
: Add . , Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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Spire Owl
( 2)
Creature — Bird
(1/1)
Flying When Spire Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.
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Spire Patrol
( 4)
Creature — Human Soldier
(3/2)
Flying When Spire Patrol enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Spire Phantasm
( 4)
Creature — Gargoyle Illusion
(3/2)
Reveal Spire Phantasm as you draft it. The next time a player drafts a card from this booster pack, guess that card's name. Then that player reveals the drafted card. Flying When Spire Phantasm enters the battlefield, if you guessed correctly for a card named Spire Phantasm, draw a card.
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Spire Serpent
( 5)
Creature — Serpent
(3/5)
Defender Metalcraft — As long as you control three or more artifacts, Spire Serpent gets +2/+2 and can attack as though it didn't have defender.
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Spire Tracer
( 1)
Creature — Elf Scout
(1/1)
Spire Tracer can't be blocked except by creatures with flying or reach.
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Spire Winder
( 4)
Creature — Snake
(2/3)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Spire Winder gets +1/+1 as long as you have the city's blessing.
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Spirebluff Canal
( 0)
Land
Spirebluff Canal enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Spires of Orazca
( 0)
Land
(Transforms from Thaumatic Compass.) : Add . : Untap target attacking creature an opponent controls and remove it from combat.
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Spireside Infiltrator
( 3)
Creature — Human Rogue
(3/2)
Whenever Spireside Infiltrator becomes tapped, it deals 1 damage to each opponent.
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Spirespine
( 3)
Enchantment Creature — Beast
(4/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Spirespine blocks each combat if able. Enchanted creature gets +4/+1 and blocks each combat if able.
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Spirit
( 0)
Creature — Spirit
(1/1)
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Spirit Away
( 7)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
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Spirit Bonds
( 2)
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a 1/1 white Spirit creature token with flying. , Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Spirit Cairn
( 3)
Enchantment
Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
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Spirit en-Dal
( 3)
Creature — Spirit
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast — , Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Activate only during your upkeep and only once each turn.)
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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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Spirit Flare
( 4)
Instant
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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