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Leonin of the Lost Pride
  ( 2)
Creature — Cat Warrior
(3/1)
When Leonin of the Lost Pride dies, exile target card from an opponent's graveyard.
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Leovold, Emissary of Trest
   ( 3)
Legendary Creature — Elf Advisor
(3/3)
Each opponent can't draw more than one card each turn. Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
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Leyline of Abundance
   ( 4)
Enchantment
If Leyline of Abundance is in your opening hand, you may begin the game with it on the battlefield. Whenever you tap a creature for mana, add an additional .   : Put a +1/+1 counter on each creature you control.
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Leyline of Anticipation
   ( 4)
Enchantment
If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield. You may cast spells as though they had flash.
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Leyline of Combustion
   ( 4)
Enchantment
If Leyline of Combustion is in your opening hand, you may begin the game with it on the battlefield. Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, Leyline of Combustion deals 2 damage to that player.
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Leyline of Lifeforce
   ( 4)
Enchantment
If Leyline of Lifeforce is in your opening hand, you may begin the game with it on the battlefield. Creature spells can't be countered.
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Leyline of Lightning
   ( 4)
Enchantment
If Leyline of Lightning is in your opening hand, you may begin the game with it on the battlefield. Whenever you cast a spell, you may pay . If you do, Leyline of Lightning deals 1 damage to target player or planeswalker.
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Leyline of Punishment
   ( 4)
Enchantment
If Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield. Players can't gain life. Damage can't be prevented.
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Leyline of Sanctity
   ( 4)
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield. You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Leyline of Singularity
   ( 4)
Enchantment
If Leyline of Singularity is in your opening hand, you may begin the game with it on the battlefield. All nonland permanents are legendary.
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Leyline of the Meek
   ( 4)
Enchantment
If Leyline of the Meek is in your opening hand, you may begin the game with it on the battlefield. Creature tokens get +1/+1.
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Leyline of the Void
   ( 4)
Enchantment
If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield. If a card would be put into an opponent's graveyard from anywhere, exile it instead.
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Leyline of Vitality
   ( 4)
Enchantment
If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield. Creatures you control get +0/+1. Whenever a creature enters the battlefield under your control, you may gain 1 life.
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Library of Alexandria
( 0)
Land
: Add .
: Draw a card. Activate this ability only if you have exactly seven cards in hand.
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Library of Lat-Nam
  ( 5)
Sorcery
An opponent chooses one — • You draw three cards at the beginning of the next turn's upkeep. • You search your library for a card, put that card into your hand, then shuffle your library.
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Library of Leng
 ( 1)
Artifact
You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
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Liege of the Axe
  ( 4)
Creature — Human Soldier
(2/3)
Vigilance 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 Liege of the Axe is turned face up, untap it.
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Liege of the Hollows
   ( 4)
Creature — Spirit
(3/4)
When Liege of the Hollows dies, each player may pay any amount of mana. Then each player creates a number of 1/1 green Squirrel creature tokens equal to the amount of mana they paid this way.
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Liege of the Tangle
   ( 8)
Creature — Elemental
(8/8)
Trample Whenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
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Liesa, Shroud of Dusk
    ( 5)
Legendary Creature — Angel
(5/5)
Rather than pay for each previous time you've cast this spell from the command zone this game, pay 2 life that many times. Flying, lifelink Whenever a player casts a spell, they lose 2 life.
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Lieutenants of the Guard
  ( 5)
Creature — Human Soldier
(2/2)
Council's dilemma — When Lieutenants of the Guard enters the battlefield, starting with you, each player votes for strength or numbers. Put a +1/+1 counter on Lieutenants of the Guard for each strength vote and create a 1/1 white Soldier creature token for each numbers vote.
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Light of Day
  ( 4)
Enchantment
Black creatures can't attack or block.
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Light of Hope
 ( 1)
Instant
Choose one — • You gain 4 life. • Destroy target enchantment. • Put a +1/+1 counter on target creature.
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Light of Promise
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
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Light of Sanction
   ( 3)
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.
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Light of the Legion
   ( 6)
Creature — Angel
(5/5)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) When Light of the Legion dies, put a +1/+1 counter on each white creature you control.
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Lightkeeper of Emeria
  ( 4)
Creature — Angel
(2/4)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flying When Lightkeeper of Emeria enters the battlefield, you gain 2 life for each time it was kicked.
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Liliana of the Veil
   ( 3)
Legendary Planeswalker — Liliana
(3)
+1: Each player discards a card. −2: Target player sacrifices a creature. −6: Separate all permanents target player controls into two piles. That player sacrifices all permanents in the pile of their choice.
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Liliana, Waker of the Dead
   ( 4)
Legendary Planeswalker — Liliana
(4)
+1: Each player discards a card. Each opponent who can't loses 3 life. −3: Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard. −7: You get an emblem with "At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste."
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Limits of Solidarity
  ( 4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Cycling ( , Discard this card: Draw a card.)
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Linvala, Keeper of Silence
   ( 4)
Legendary Creature — Angel
(3/4)
Flying Activated abilities of creatures your opponents control can't be activated.
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Linvala, Shield of Sea Gate
   ( 3)
Legendary Creature — Angel Wizard
(3/3)
Flying At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
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Lithoform Blight
  ( 2)
Enchantment — Aura
Enchant land When Lithoform Blight enters the battlefield, draw a card. Enchanted land loses all land types and abilities and has " : Add " and " , Pay 1 life: Add one mana of any color."
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Liu Bei, Lord of Shu
   ( 5)
Legendary Creature — Human Soldier
(2/4)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Liu Bei, Lord of Shu gets +2/+2 as long as you control a permanent named Guan Yu, Sainted Warrior or a permanent named Zhang Fei, Fierce Warrior.
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Locket of Yesterdays
 ( 1)
Artifact
Spells you cast cost less to cast for each card with the same name as that spell in your graveyard.
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Lofty Denial
  ( 2)
Instant
Counter target spell unless its controller pays . If you control a creature with flying, counter that spell unless its controller pays instead.
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Lone Wolf of the Natterknolls
( 0)
Creature — Werewolf
(3/5)
Whenever an opponent casts a spell during your turn, draw two cards. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Lone Wolf of the Natterknolls.
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Lord of Atlantis
  ( 2)
Creature — Merfolk
(2/2)
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
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Lord of Extinction
   ( 5)
Creature — Elemental
(*/*)
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
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Lord of Lineage
( 0)
Creature — Vampire
(5/5)
Flying Other Vampire creatures you control get +2/+2. : Create a 2/2 black Vampire creature token with flying.
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Lord of Shatterskull Pass
  ( 4)
Creature — Minotaur Shaman
(3/3)
Level up  ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-5 6/6 LEVEL 6+ 6/6 Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls.
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Lord of the Accursed
  ( 3)
Creature — Zombie
(2/3)
Other Zombies you control get +1/+1.  , : All Zombies gain menace until end of turn.
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Lord of the Pit
    ( 7)
Creature — Demon
(7/7)
Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.
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Lord of the Undead
   ( 3)
Creature — Zombie
(2/2)
Other Zombie creatures get +1/+1.  , : Return target Zombie card from your graveyard to your hand.
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Lord of the Unreal
  ( 2)
Creature — Human Wizard
(2/2)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Lord of the Void
    ( 7)
Creature — Demon
(7/7)
Flying Whenever Lord of the Void deals combat damage to a player, exile the top seven cards of that player's library, then put a creature card from among them onto the battlefield under your control.
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Lord of Tresserhorn
    ( 4)
Legendary Creature — Zombie
(10/4)
When Lord of Tresserhorn enters the battlefield, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards. : Regenerate Lord of Tresserhorn.
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Profit // Loss (Loss)
  ( 3)
Instant
Creatures your opponents control get -1/-1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Lost Order of Jarkeld
   ( 4)
Creature — Human Knight
(1+*/1+*)
As Lost Order of Jarkeld enters the battlefield, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
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Lure of Prey
   ( 4)
Instant
Cast this spell only if an opponent cast a creature spell this turn. You may put a green creature card from your hand onto the battlefield.
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Lurrus of the Dream-Den
   ( 3)
Legendary Creature — Cat Nightmare
(3/2)
Companion — Each permanent card in your starting deck has converted mana cost 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) Lifelink During each of your turns, you may cast one permanent spell with converted mana cost 2 or less from your graveyard.
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Mace of the Valiant
  ( 3)
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Mace of the Valiant and has vigilance. Whenever a creature enters the battlefield under your control, put a charge counter on Mace of the Valiant. Equip 
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Magister of Worth
   ( 6)
Creature — Angel
(4/4)
Flying Will of the council — When Magister of Worth enters the battlefield, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from their graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than Magister of Worth.
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Magus of the Abyss
  ( 4)
Creature — Human Wizard
(4/3)
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
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Magus of the Bazaar
  ( 2)
Creature — Human Wizard
(0/1)
: Draw two cards, then discard three cards.
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Magus of the Disk
   ( 4)
Creature — Human Wizard
(2/4)
Magus of the Disk enters the battlefield tapped. , : Destroy all artifacts, creatures, and enchantments.
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Magus of the Future
    ( 5)
Creature — Human Wizard
(2/3)
Play with the top card of your library revealed. You may play lands and cast spells from the top of your library.
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Magus of the Jar
   ( 5)
Creature — Human Wizard
(3/3)
, Sacrifice Magus of the Jar: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
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Magus of the Library
  ( 2)
Creature — Human Wizard
(1/1)
: Add .
: Draw a card. Activate this ability only if you have exactly seven cards in hand.
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Magus of the Mirror
   ( 6)
Creature — Human Wizard
(4/2)
, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Activate this ability only during your upkeep.
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Magus of the Moat
   ( 4)
Creature — Human Wizard
(0/3)
Creatures without flying can't attack.
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Magus of the Scroll
 ( 1)
Creature — Human Wizard
(1/1)
, : Choose a card name, then reveal a card at random from your hand. If that card has the chosen name, Magus of the Scroll deals 2 damage to any target.
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Magus of the Tabernacle
  ( 4)
Creature — Human Wizard
(2/6)
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay ."
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Magus of the Vineyard
 ( 1)
Creature — Human Wizard
(1/1)
At the beginning of each player's precombat main phase, that player adds  .
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Man of Measure
   ( 3)
Creature — Human Knight
(2/2)
As long as you're shorter than an opponent, Man of Measure gets +0/+1 and has first strike. As long as you're taller than an opponent, Man of Measure gets +1/+0.
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Manacles of Decay
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. : Enchanted creature gets -1/-1 until end of turn.
: Enchanted creature can't block this turn.
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Mandate of Peace
  ( 2)
Instant
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
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Mangara of Corondor
   ( 3)
Legendary Creature — Human Wizard
(1/1)
: Exile Mangara of Corondor and target permanent.
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Manticore of the Gauntlet
  ( 5)
Creature — Manticore
(5/4)
When Manticore of the Gauntlet enters the battlefield, put a -1/-1 counter on target creature you control. Manticore of the Gauntlet deals 3 damage to target opponent or planeswalker.
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Mantle of Leadership
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever a creature enters the battlefield, enchanted creature gets +2/+2 until end of turn.
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Mantle of the Wolf
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When Mantle of the Wolf is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
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Mantle of Tides
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach Mantle of Tides to target creature you control. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Mantle of Webs
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
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Maralen of the Mornsong
   ( 3)
Legendary Creature — Elf Wizard
(2/3)
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles their library.
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Marath, Will of the Wild
   ( 3)
Legendary Creature — Elemental Beast
(0/0)
Marath, Will of the Wild enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. , Remove X +1/+1 counters from Marath: Choose one —
• Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
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Maraxus of Keld
   ( 6)
Legendary Creature — Human Warrior
(*/*)
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
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March of Souls
  ( 5)
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
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March of the Drowned
 ( 1)
Sorcery
Choose one — • Return target creature card from your graveyard to your hand. • Return two target Pirate cards from your graveyard to your hand.
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March of the Machines
  ( 4)
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)
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March of the Multitudes
    ( 3)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Create X 1/1 white Soldier creature tokens with lifelink.
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March of the Returned
  ( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand.
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Marisi, Breaker of the Coil
    ( 4)
Legendary Creature — Cat Warrior
(5/4)
Your opponents can't cast spells during combat. Whenever a creature you control deals combat damage to a player, goad each creature that player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Mark of Asylum
  ( 2)
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
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Mark of Eviction
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
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