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Attunement
  ( 3)
Enchantment
Return this enchantment to its owner's hand: Draw three cards, then discard four cards.
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Atzocan Archer
  ( 3)
Creature — Human Archer
(1/4)
Reach When this creature enters, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Atzocan Seer
   ( 3)
Creature — Human Druid
(2/3)
: Add one mana of any color.
Sacrifice this creature: Return target Dinosaur card from your graveyard to your hand.
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Audacious Infiltrator
  ( 2)
Creature — Dwarf Rogue
(3/1)
This creature can't be blocked by artifact creatures.
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Audacious Thief
  ( 3)
Creature — Human Rogue
(2/2)
Whenever this creature attacks, you draw a card and you lose 1 life.
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Audacity
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) When this Aura is put into a graveyard from the battlefield, draw a card.
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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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Auditore Ambush
   ( 4)
Sorcery
Choose one or both — • Return target creature to its owner's hand. • Target player searches their library and/or graveyard for a card named Ezio, Blade of Vengeance, reveals it, and puts it into their hand. If they search their library this way, they shuffle.
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Augmenter Pugilist
   ( 3)
Creature — Troll Druid
(3/3)
Trample As long as you control eight or more lands, this creature gets +5/+5.
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Augmenting Automaton
 ( 1)
Artifact Creature — Construct
(1/1)
 : This creature gets +1/+1 until end of turn.
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Augur of Autumn
   ( 3)
Creature — Human Druid
(2/3)
You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
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Augury Adept
   ( 3)
Creature — Kithkin Wizard
(2/2)
Whenever this creature deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its mana value.
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Augusta, Dean of Order
  ( 3)
Legendary Creature — Human Cleric
(1/3)
Other tapped creatures you control get +1/+0. Other untapped creatures you control get +0/+1. Whenever you attack, untap each creature you control, then tap any number of creatures you control.
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Auntie Blyte, Bad Influence
  ( 3)
Legendary Creature — Devil Advisor
(2/2)
Flying Whenever a source you control deals damage to you, put that many +1/+1 counters on Auntie Blyte.  , , Remove X +1/+1 counters from Auntie Blyte: It deals X damage to any target.
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Auntie's Hovel
( 0)
Land
As this land enters, you may reveal a Goblin card from your hand. If you don't, this land enters tapped. : Add or .
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Auntie's Snitch
  ( 3)
Creature — Goblin Rogue
(3/1)
This creature can't block. Prowl  (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Goblin or Rogue you control deals combat damage to a player, if this card is in your graveyard, you may return this card to your hand.
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Aura Blast
  ( 2)
Instant
Destroy target enchantment. Draw a card.
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Aura Extraction
  ( 2)
Instant
Put target enchantment on top of its owner's library. Cycling ( , Discard this card: Draw a card.)
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Aura Fracture
  ( 3)
Enchantment
Sacrifice a land: Destroy target enchantment.
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Aura Graft
  ( 2)
Instant
Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.
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Aura Mutation
  ( 2)
Instant
Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's mana value.
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Aura Thief
  ( 4)
Creature — Illusion
(2/2)
Flying When this creature dies, you gain control of all enchantments. (You don't get to move Auras.)
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Auratog
  ( 2)
Creature — Atog
(1/2)
Sacrifice an enchantment: This creature gets +2/+2 until end of turn.
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Auratouched Mage
  ( 6)
Creature — Human Wizard
(3/3)
When this creature enters, search your library for an Aura card that could enchant it. If this creature is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Aurelia, Exemplar of Justice
   ( 4)
Legendary Creature — Angel
(2/5)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.
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Aurelia, the Law Above
   ( 5)
Legendary Creature — Angel
(4/4)
Flying, vigilance, haste Whenever a player attacks with three or more creatures, you draw a card. Whenever a player attacks with five or more creatures, Aurelia deals 3 damage to each of your opponents and you gain 3 life.
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Aurelia, the Warleader
     ( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
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Aurelia's Vindicator
   ( 4)
Creature — Angel
(4/2)
Flying, lifelink, ward  Disguise    When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
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Aurification
   ( 4)
Enchantment
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types and has defender. (Those creatures can't attack.) When this enchantment leaves the battlefield, remove all gold counters from all creatures.
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Auriok Edgewright
  ( 2)
Creature — Human Soldier
(2/2)
Metalcraft — This creature has double strike as long as you control three or more artifacts.
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Auriok Glaivemaster
 ( 1)
Creature — Human Soldier
(1/1)
As long as this creature is equipped, it gets +1/+1 and has first strike.
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Auriok Steelshaper
  ( 2)
Creature — Human Soldier
(1/1)
Equip costs you pay cost less. As long as this creature is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.
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Auspicious Ancestor
  ( 4)
Creature — Human Cleric
(2/3)
When this creature dies, you gain 3 life. Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
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Auspicious Starrix
  ( 5)
Creature — Elk Beast
(6/6)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
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Austere Command
   ( 6)
Sorcery
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.
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Autarch Mammoth
   ( 6)
Creature — Elephant Mount
(5/5)
When this creature enters and whenever it attacks while saddled, create a 3/3 green Elephant creature token. Saddle 5 (Tap any number of other creatures you control with total power 5 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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Author of Shadows
  ( 5)
Creature — Shade Warlock
(3/3)
When this creature enters, exile all opponents' graveyards. Choose a nonland card exiled this way. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
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Appeal // Authority (Authority)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Tap up to two target creatures your opponents control. Creatures you control gain vigilance until end of turn.
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Authority of the Consuls
 ( 1)
Enchantment
Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.
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Autograph Book
 ( 2)
Artifact
This artifact enters with a page counter on it for each person who has signed it. , , Remove a page counter from this artifact: Draw a card.
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Auto-Key
( 0)
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature becomes an artifact in addition to its other types and gains " : You gain 3 life."
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Automated Artificer
 ( 2)
Artifact Creature — Artificer
(1/3)
: Add . Spend this mana only to activate an ability or cast an artifact spell.
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Automatic Librarian
 ( 3)
Artifact Creature — Construct
(3/2)
When this creature enters, 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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Auton Soldier
   ( 6)
Artifact Creature — Alien Soldier
(0/0)
You may have this creature enter as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Autonomous Assembler
 ( 5)
Artifact Creature — Assembly-Worker
(4/5)
Vigilance , : Put a +1/+1 counter on target Assembly-Worker you control.
//PRT-Prototype_Mech//  
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 2/2
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Autumn Willow
   ( 6)
Legendary Creature — Avatar
(4/4)
Shroud (This creature can't be the target of spells or abilities.) : Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.
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Autumnal Gloom
  ( 3)
Enchantment
: Mill a card.
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, transform this enchantment.
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Autumn's Veil
 ( 1)
Instant
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.
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Avabruck Caretaker
   ( 6)
Creature — Human Werewolf
(4/4)
Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Avacyn, the Purifier
( 0)
Legendary Creature — Angel
(6/5)
Flying When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
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Avacynian Priest
  ( 2)
Creature — Human Cleric
(1/2)
, : Tap target non-Human creature.
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Avacyn's Collar, the Symbol of Her Church (playtest)
  ( 2)
Artifact — — Equipment
Equipped creature can't attack, block, or transform, and its activated abilities can't be activated. Shackle ( : Attach to target creature you don't control. Shackle only as a sorcery.)
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Avacyn's Judgment
  ( 2)
Sorcery
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.) Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
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Avalanche Tusker
    ( 5)
Creature — Elephant Warrior
(6/4)
Whenever this creature attacks, target creature defending player controls blocks it this combat if able.
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Avarice Amulet
 ( 4)
Artifact — Equipment
Equipped creature gets +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card." Whenever equipped creature dies, target opponent gains control of this Equipment. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Avarice Totem
 ( 1)
Artifact
: Exchange control of this artifact and target nonland permanent.
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Avatar of Discord
   ( 3)
Creature — Avatar
(5/3)
( can be paid with either or .) Flying When this creature enters, sacrifice it unless you discard two cards.
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Avatar of Fury
   ( 8)
Creature — Avatar
(6/6)
If an opponent controls seven or more lands, this spell costs less to cast. Flying : This creature gets +1/+0 until end of turn.
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Avatar of Growth
   ( 6)
Creature — Elemental Avatar
(4/4)
This spell costs less to cast for each opponent you have. Trample When this creature enters, each player searches their library for up to two basic land cards, puts them onto the battlefield, then shuffles.
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Avatar of Hope
   ( 8)
Creature — Avatar
(4/9)
If you have 3 or less life, this spell costs less to cast. Flying This creature can block any number of creatures.
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Avatar of Me
   ( 4)
Creature — Avatar
(*/*)
This spell costs more to cast for each ten years you've been alive. Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest ½. Avatar of Me is the color of your eyes.
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Avatar of Might
   ( 8)
Creature — Avatar
(8/8)
If an opponent controls at least four more creatures than you, this spell costs less to cast. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Avatar of Slaughter
   ( 8)
Creature — Avatar
(8/8)
All creatures have double strike and attack each combat if able.
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Avatar of the Resolute
  ( 2)
Creature — Avatar
(3/2)
Reach, trample This creature enters with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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Avatar of Will
   ( 8)
Creature — Avatar
(5/6)
If an opponent has no cards in hand, this spell costs less to cast. Flying
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Avatar of Woe
   ( 8)
Creature — Avatar
(6/5)
If there are ten or more creature cards total in all graveyards, this spell costs less to cast. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) : Destroy target creature. It can't be regenerated.
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Aven Battle Priest
  ( 6)
Creature — Bird Cleric
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, you gain 3 life.
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Aven Eternal
  ( 3)
Creature — Zombie Bird Warrior
(2/2)
Flying When this creature enters, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Aven Fateshaper
  ( 7)
Creature — Bird Wizard
(4/5)
Flying When this creature enters, look at the top four cards of your library, then put them back in any order.  : Look at the top four cards of your library, then put them back in any order.
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Aven Fleetwing
  ( 4)
Creature — Bird Soldier
(2/2)
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Aven Gagglemaster
   ( 5)
Creature — Bird Warrior
(4/3)
Flying When this creature enters, you gain 2 life for each creature you control with flying.
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Aven Heartstabber
  ( 2)
Creature — Bird Assassin
(1/1)
Flying As long as there are five or more mana values among cards in your graveyard, this creature gets +2/+2 and has deathtouch. When this creature dies, mill two cards, then draw a card.
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Aven Interrupter
   ( 3)
Creature — Bird Rogue
(2/2)
Flash Flying When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.) Spells your opponents cast from graveyards or from exile cost more to cast.
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Aven Liberator
   ( 4)
Creature — Bird Soldier
(2/3)
Flying Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, target creature you control gains protection from the color of your choice until end of turn.
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Aven Riftwatcher
  ( 3)
Creature — Bird Rebel Soldier
(2/3)
Flying Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters or leaves the battlefield, you gain 2 life.
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Aven Sunstriker
   ( 3)
Creature — Bird Warrior
(1/1)
Flying Double strike (This creature deals both first-strike and regular combat damage.) Megamorph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
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Aven Tactician
  ( 5)
Creature — Bird Soldier
(2/3)
Flying When this creature 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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Aven Trailblazer
  ( 3)
Creature — Bird Soldier
(2/*)
Flying Domain — Aven Trailblazer's toughness is equal to the number of basic land types among lands you control.
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Aven Trooper
  ( 4)
Creature — Bird Soldier
(1/1)
Flying  , Discard a card: This creature gets +1/+2 until end of turn.
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Aven Warcraft
  ( 3)
Instant
Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.
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Avenging Huntbonder
   ( 5)
Creature — Human Warrior
(3/3)
Double strike Whenever this creature attacks, put a double strike counter on another target attacking creature.
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Avenging Hunter
  ( 5)
Creature — Dragon Ranger
(5/4)
Trample When this creature enters, you take the initiative.
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Averna, the Chaos Bloom
   ( 3)
Legendary Creature — Elemental Shaman
(4/2)
As you cascade, you may put a land card from among the exiled cards onto the battlefield tapped. (Do this after the last card is exiled but before deciding whether to cast a nonland card.)
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Avian Oddity
  ( 4)
Creature — Bird
(2/4)
Flying Cycling  ( , Discard this card: Draw a card.) When you cycle this card, put a flying counter on target creature you control.
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Aviation Pioneer
  ( 3)
Creature — Human Artificer
(1/2)
When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying.
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Avoid Fate
 ( 1)
Instant
Counter target instant or Aura spell that targets a permanent you control.
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Awaken the Ancient
    ( 4)
Enchantment — Aura
Enchant Mountain Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.
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Awaken the Bear
  ( 3)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
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Awaken the Blood Avatar
   ( 8)
Sorcery
As an additional cost to cast this spell, you may sacrifice any number of creatures. This spell costs less to cast for each creature sacrificed this way. Each opponent sacrifices a creature of their choice. Create a 3/6 black and red Avatar creature token with haste and "Whenever this token attacks, it deals 3 damage to each opponent."
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Awaken the Erstwhile
   ( 5)
Sorcery
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
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Awaken the Maelstrom
( 0)
Sorcery
Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
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