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Flow of Knowledge
( 5)
Instant
Draw a card for each Island you control, then discard two cards.
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Flow of Maggots
( 3)
Creature — Insect
(2/2)
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.) Flow of Maggots can't be blocked by non-Wall creatures.
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Flowering of the White Tree
( 2)
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward . Nonlegendary creatures you control get +1/+1.
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Flurry of Horns
( 5)
Sorcery
Create two 2/3 red Minotaur creature tokens with haste.
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Flurry of Wings
( 3)
Instant
Create X 1/1 white Bird Soldier creature tokens with flying, where X is the number of attacking creatures.
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Fog of Gnats
( 2)
Creature — Insect
(1/1)
Flying : Regenerate Fog of Gnats.
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Fog of War
( 3)
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn by creatures with power 3 or less.
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Folk of An-Havva
( 1)
Creature — Human
(1/1)
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.
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Folk of the Pines
( 5)
Creature — Dryad
(2/5)
: Folk of the Pines gets +1/+0 until end of turn.
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Font of Agonies
( 1)
Enchantment
Whenever you pay life, put that many blood counters on Font of Agonies. , Remove four blood counters from Font of Agonies: Destroy target creature.
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Font of Fertility
( 1)
Enchantment
, Sacrifice Font of Fertility: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Font of Ire
( 2)
Enchantment
, Sacrifice Font of Ire: It deals 5 damage to target player or planeswalker.
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Font of Magic
( 4)
Enchantment
Instant and sorcery spells you cast cost less to cast for each time you've cast a commander from the command zone this game.
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Font of Mythos
( 4)
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
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Font of Progress
( 1)
Artifact
Font of Progress enters the battlefield with two oil counters on it. , : Target player mills X cards, where X is the number of oil counters on Font of Progress.
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Font of Return
( 2)
Enchantment
, Sacrifice Font of Return: Return up to three target creature cards from your graveyard to your hand.
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Font of Vigor
( 2)
Enchantment
, Sacrifice Font of Vigor: You gain 7 life.
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Footsteps of the Goryo
( 3)
Sorcery — Arcane
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.
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Foray of Orcs
( 4)
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Force of Despair
( 3)
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered the battlefield this turn.
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Force of Negation
( 3)
Instant
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Force of Rage
( 3)
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
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Force of Vigor
( 4)
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
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Force of Virtue
( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Force of Will
( 5)
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.
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Forerunner of Slaughter
( 2)
Creature — Eldrazi Drone
(3/2)
Devoid (This card has no color.) : Target colorless creature gains haste until end of turn.
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Forerunner of the Coalition
( 3)
Creature — Human Pirate
(2/2)
When Forerunner of the Coalition enters the battlefield, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate enters the battlefield under your control, each opponent loses 1 life.
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Forerunner of the Empire
( 4)
Creature — Human Soldier
(1/3)
When Forerunner of the Empire enters the battlefield, you may search your library for a Dinosaur card, reveal it, then shuffle and put that card on top. Whenever a Dinosaur enters the battlefield under your control, you may have Forerunner of the Empire deal 1 damage to each creature.
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Forerunner of the Heralds
( 4)
Creature — Merfolk Scout
(3/2)
When Forerunner of the Heralds enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk enters the battlefield under your control, put a +1/+1 counter on Forerunner of the Heralds.
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Forerunner of the Legion
( 3)
Creature — Vampire Knight
(2/2)
When Forerunner of the Legion enters the battlefield, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top. Whenever another Vampire enters the battlefield under your control, target creature gets +1/+1 until end of turn.
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Forge of Heroes
( 0)
Land
: Add . : Choose target commander that entered the battlefield this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
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Form of the Approach of the Second Sun
( 5)
Enchantment
When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Form of the Dinosaur
( 6)
Enchantment
When Form of the Dinosaur enters the battlefield, your life total becomes 15. At the beginning of your upkeep, Form of the Dinosaur deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
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Form of the Dragon
( 7)
Enchantment
At the beginning of your upkeep, Form of the Dragon deals 5 damage to any target. At the beginning of each end step, your life total becomes 5. Creatures without flying can't attack you.
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Form of the Mulldrifter (playtest)
( 5)
Tribal Enchantment — — Elemental
When CARDNAME enters the battlefield, draw two cards. You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)
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Form of the Squirrel
( 1)
Enchantment
As Form of the Squirrel enters the battlefield, create a 1/1 green Squirrel creature token. You lose the game when that creature leaves the battlefield. Creatures can't attack you. You have shroud. You can't cast spells.
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Promise of Aclazotz (Foul Rebirth)
( 3)
Sorcery — Adventure
Sacrifice a non-Demon creature. If you do, create a 4/3 white and black Vampire Demon creature token with flying.
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Fountain of Cho
( 0)
Land
Fountain of Cho enters the battlefield tapped. : Put a storage counter on Fountain of Cho. , Remove any number of storage counters from Fountain of Cho: Add for each storage counter removed this way.
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Fountain of Ichor
( 3)
Artifact
: Add one mana of any color. : Fountain of Ichor becomes a 3/3 Dinosaur artifact creature until end of turn.
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Fountain of Renewal
( 1)
Artifact
At the beginning of your upkeep, you gain 1 life. , Sacrifice Fountain of Renewal: Draw a card.
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Fragment of Konda
( 0)
Enchantment Creature — Human Noble
(1/3)
Defender When Fragment of Konda dies, draw a card.
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Frenemy of the Guildpact (playtest)
( 2)
Creature — — Spirit
(3/2)
Protection from enemy-colored multicolored. (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that's two enemy colors, such as blue and green.)
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Frolicking Familiar
( 3)
Creature — Otter Wizard
(2/2)
Flying Whenever you cast an instant or sorcery spell, Frolicking Familiar gets +1/+1 until end of turn.
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Fruit of the First Tree
( 4)
Enchantment — Aura
Enchant creature When enchanted creature dies, you gain X life and draw X cards, where X is its toughness.
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Fruit of Tizerus
( 1)
Sorcery
Target player loses 2 life. Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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Fugitive of the Judoon
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token. II — Investigate. III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
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Furnace of Rath
( 4)
Enchantment
If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Furor of the Bitten
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and attacks each combat if able.
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Fury of the Horde
( 7)
Sorcery
You may exile two red cards from your hand rather than pay this spell's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Galadriel of Lothlórien
( 3)
Legendary Creature — Elf Noble
(3/3)
Whenever the Ring tempts you, if you chose a creature other than Galadriel of Lothlórien as your Ring-bearer, scry 3. Whenever you scry, you may reveal the top card of your library. If a land card is revealed this way, put it onto the battlefield tapped.
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Galadriel, Light of Valinor
( 5)
Legendary Creature — Elf Noble
(3/3)
Alliance — Whenever another creature enters the battlefield under your control, choose one that hasn't been chosen this turn — • Add . • Put a +1/+1 counter on each creature you control. • Scry 2, then draw a card.
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Galea, Kindler of Hope
( 4)
Legendary Creature — Elf Knight
(4/4)
Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters the battlefield, attach it to target creature you control."
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Gallery of Legends (Gallery of Legends (a))
( 0)
Artifact — Attraction
Visit — Exile cards from the top of your library until you exile a nonland card, then choose a legendary creature card name with the same mana value as that card. Create a token that's a copy of the card with the chosen name. That token gains haste. Exile it at the beginning of the next end step. Lights — 3, 6
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Gallery of Legends (Gallery of Legends (b))
( 0)
Artifact — Attraction
Visit — Exile cards from the top of your library until you exile a nonland card, then choose a legendary creature card name with the same mana value as that card. Create a token that's a copy of the card with the chosen name. That token gains haste. Exile it at the beginning of the next end step. Lights — 5, 6
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Gallia of the Endless Dance
( 2)
Legendary Creature — Satyr
(2/2)
Haste Other Satyrs you control get +1/+1 and have haste. Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
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Game of Chaos
( 3)
Sorcery
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.
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Gandalf of the Secret Fire
( 4)
Legendary Creature — Avatar Wizard
(3/4)
Whenever you cast an instant or sorcery spell from your hand during an opponent's turn, exile that card with three time counters on it instead of putting it into your graveyard as it resolves. Then if the exiled card doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, you may play it without paying its mana cost.)
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Gandalf, Friend of the Shire
( 4)
Legendary Creature — Avatar Wizard
(2/4)
Flash You may cast sorcery spells as though they had flash. Whenever the Ring tempts you, if you chose a creature other than Gandalf, Friend of the Shire as your Ring-bearer, draw a card.
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Gang of Devils
( 6)
Creature — Devil
(3/3)
When Gang of Devils dies, it deals 3 damage divided as you choose among one, two, or three targets.
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Gang of Elk
( 6)
Creature — Elk Beast
(5/4)
Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.
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Virtue of Strength (Garenbrig Growth)
( 1)
Sorcery — Adventure
Return target creature or land card from your graveyard to your hand. (Then exile this card. You may cast the enchantment later from exile.)
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Garna, Bloodfist of Keld
( 4)
Legendary Creature — Human Berserker
(4/3)
Whenever another creature you control dies, draw a card if it was attacking. Otherwise, Garna, Bloodfist of Keld deals 1 damage to each opponent.
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Garruk, Caller of Beasts
( 6)
Legendary Planeswalker — Garruk
(4)
+1: Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. −3: You may put a green creature card from your hand onto the battlefield. −7: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle."
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Garruk, Wrath of the Wilds
( 4)
Legendary Planeswalker — — Garruk
+1: Choose a creature card in your hand. It perpetually gets +1/+1 and perpetually gains "This spell costs less to cast." −1: Draft a card from Garruk, Wrath of the Wilds's spellbook and put it onto the battlefield. −5: Until end of turn, creatures you control get +3/+3 and gain trample.
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Gatekeeper of Malakir
( 2)
Creature — Vampire Warrior
(2/2)
Kicker (You may pay an additional as you cast this spell.) When Gatekeeper of Malakir enters the battlefield, if it was kicked, target player sacrifices a creature.
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Gatherer of Graces
( 2)
Creature — Human Druid
(1/2)
Gatherer of Graces gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate Gatherer of Graces.
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Gauntlet of Might
( 4)
Artifact
Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional .
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Gauntlet of Power
( 5)
Artifact
As Gauntlet of Power enters the battlefield, choose a color. Creatures of the chosen color get +1/+1. Whenever a basic land is tapped for mana of the chosen color, its controller adds an additional one mana of that color.
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Gauntlets of Chaos
( 5)
Artifact
, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land you control and target permanent an opponent controls that shares one of those types with it. If those permanents are exchanged this way, destroy all Auras attached to them.
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Gauntlets of Light
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has ": Untap this creature."
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Gavel of the Righteous
( 2)
Artifact — Equipment
At the beginning of combat on your turn, put a charge counter on Gavel of the Righteous. Equipped creature gets +1/+1 for each counter on Gavel of the Righteous. As long as Gavel of the Righteous has four or more counters on it, equipped creature has double strike. Equip—Pay or remove a counter from Gavel of the Righteous.
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Gaze of Adamaro
( 4)
Instant — Arcane
Gaze of Adamaro deals damage to target player equal to the number of cards in that player's hand.
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Gaze of Granite
( 3)
Sorcery
Destroy each nonland permanent with mana value X or less.
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Gaze of Justice
( 1)
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control. Exile target creature. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Gaze of Pain
( 2)
Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
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Gaze of the Gorgon
( 4)
Instant
( can be paid with either or .) Regenerate target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn.
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Geist of Regret
( 5)
Creature — — Spirit
(4/5)
Flying When Geist of Regret enters the battlefield, put a random instant card from your library into your graveyard. Then put a random sorcery card from your library into your graveyard. Whenever you cast an instant or sorcery spell from your graveyard, copy that spell. You may choose new targets for the copy.
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Geist of Saint Traft
( 3)
Legendary Creature — Spirit Cleric
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
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Geist of the Archives
( 3)
Creature — Spirit
(0/4)
Defender At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Geist of the Lonely Vigil
( 2)
Creature — Spirit Cleric
(2/3)
Defender, flying Delirium — Geist of the Lonely Vigil can attack as though it didn't have defender as long as there are four or more card types among cards in your graveyard.
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Gem of Becoming
( 3)
Artifact
, , Sacrifice Gem of Becoming: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards, put them into your hand, then shuffle.
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General Kudro of Drannith
( 3)
Legendary Creature — Human Soldier
(3/3)
Other Humans you control get +1/+1. Whenever General Kudro of Drannith or another Human enters the battlefield under your control, exile target card from an opponent's graveyard. , Sacrifice two Humans: Destroy target creature with power 4 or greater.
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Genesis of the Daleks
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Dalek artifact creature token with menace for each lore counter on Genesis of the Daleks. IV — Target opponent faces a villainous choice — Destroy all Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, or destroy all non-Dalek creatures.
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Genju of the Cedars
( 1)
Enchantment — Aura
Enchant Forest : Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.
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Genju of the Falls
( 1)
Enchantment — Aura
Enchant Island : Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.
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Genju of the Fens
( 1)
Enchantment — Aura
Enchant Swamp : Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with ": This creature gets +1/+1 until end of turn." It's still a land. When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.
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Genju of the Fields
( 1)
Enchantment — Aura
Enchant Plains : Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, its controller gains that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.
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Genju of the Realm
( 5)
Legendary Enchantment — Aura
Enchant land : Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
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Genju of the Spires
( 1)
Enchantment — Aura
Enchant Mountain : Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.
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Geth, Lord of the Vault
( 6)
Legendary Creature — Phyrexian Zombie
(5/5)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) : Put target artifact or creature card with mana value X from an opponent's graveyard onto the battlefield under your control tapped. Then that player mills X cards.
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