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Bat Whisperer
( 4)
Creature — Vampire
(4/2)
When Bat Whisperer enters, if an opponent lost life this turn, create a 1/1 black Bat creature token with flying.
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Bathe in Light
( 2)
Instant
Radiance — Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.
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Baton of Courage
( 3)
Artifact
Flash Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn.
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Baton of Morale
( 2)
Artifact
: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Battalion Foot Soldier
( 3)
Creature — Human Soldier
(2/2)
When Battalion Foot Soldier enters, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
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Batterbone
( 2)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has vigilance and lifelink. Equip
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Battered Golem
( 3)
Artifact Creature — Golem
(3/2)
Battered Golem doesn't untap during your untap step. Whenever an artifact enters, you may untap Battered Golem.
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Batterhorn
( 5)
Creature — Beast
(4/3)
When Batterhorn enters, you may destroy target artifact.
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Battering Krasis
( 3)
Creature — Shark Beast
(2/1)
Trample Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
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Battering Ram
( 2)
Artifact Creature — Construct
(1/1)
At the beginning of combat on your turn, Battering Ram gains banding until end of combat. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's blocking.) Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat.
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Battering Wurm
( 7)
Creature — Wurm
(4/3)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Creatures with power less than Battering Wurm's power can't block it.
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Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Batterskull
( 5)
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +4/+4 and has vigilance and lifelink. : Return Batterskull to its owner's hand. Equip
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Battery Bearer
( 4)
Creature — Human Artificer
(3/4)
Creatures you control have ": Add . This mana can't be spent to cast a nonartifact spell." Whenever you cast an artifact spell with mana value 6 or greater, draw a card.
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Battle Angels of Tyr
( 4)
Creature — Angel Knight
(4/4)
Flying, myriad Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
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Battle at the Bridge
( 1)
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Target creature gets -X/-X until end of turn. You gain X life.
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Battle at the Helvault
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until Battle at the Helvault leaves the battlefield. III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.
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Battle Brawler
( 2)
Creature — Orc Warrior
(2/2)
As long as you control a red or white permanent, Battle Brawler gets +1/+0 and has first strike.
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Battle Cry
( 3)
Instant
Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn.
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Battle Cry Goblin
( 2)
Creature — Goblin
(2/2)
: Goblins you control get +1/+0 and gain haste until end of turn. Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
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Battle for Bretagard
( 3)
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 Warrior creature token. II — Create a 1/1 green Elf Warrior creature token. III — Choose any number of artifact tokens and/or creature tokens you control with different names. For each of them, create a token that's a copy of it.
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Battle Frenzy
( 3)
Instant
Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn.
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Battle Hymn
( 2)
Instant
Add for each creature you control.
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Battle Mammoth
( 5)
Creature — Elephant
(6/5)
Trample Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Battle Mastery
( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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Battle of Frost and Fire
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Battle of Frost and Fire deals 4 damage to each non-Giant creature and each planeswalker. II — Scry 3. III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
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Battle of Hoover Dam
( 4)
Enchantment
As Battle of Hoover Dam enters, choose NCR or Legion. • NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. • Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
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Battle of Wits
( 5)
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
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Battle Rampart
( 3)
Creature — Wall
(1/3)
Defender : Target creature gains haste until end of turn.
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Battle Screech
( 4)
Sorcery
Create two 1/1 white Bird creature tokens with flying. Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Battle Sliver
( 5)
Creature — Sliver
(3/3)
Sliver creatures you control get +2/+0.
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Battle Squadron
( 5)
Creature — Goblin
(*/*)
Flying Battle Squadron's power and toughness are each equal to the number of creatures you control.
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Battle Strain
( 2)
Enchantment
Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller.
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Battlefield Improvisation
( 2)
Instant
Target creature gets +2/+2 until end of turn. If that creature is attacking, you may attach any number of Equipment you control to it.
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Battlefield Medic
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
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Battlefield Percher
( 5)
Creature — Bird
(2/2)
Flying Battlefield Percher can block only creatures with flying. : Battlefield Percher gets +1/+1 until end of turn.
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Battlefield Promotion
( 2)
Instant
Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life. (A creature with first strike deals combat damage before creatures without first strike.)
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Battlefield Scavenger
( 2)
Creature — Jackal Rogue
(2/2)
You may exert Battlefield Scavenger as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, you may discard a card. If you do, draw a card.
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Battlefield Scrounger
( 5)
Creature — Centaur
(3/3)
Threshold — Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Activate only once each turn and only if seven or more cards are in your graveyard.
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Battlefield Thaumaturge
( 2)
Creature — Human Wizard
(2/1)
Each instant and sorcery spell you cast costs less to cast for each creature it targets. Heroic — Whenever you cast a spell that targets Battlefield Thaumaturge, Battlefield Thaumaturge gains hexproof until end of turn.
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Battleflight Eagle
( 5)
Creature — Bird
(2/2)
Flying When Battleflight Eagle enters, target creature gets +2/+2 and gains flying until end of turn.
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Battlefly Swarm
( 1)
Creature — Phyrexian Insect
(1/1)
Flying : Battlefly Swarm gains deathtouch until end of turn.
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Battlefront Krushok
( 5)
Creature — Beast
(3/4)
Battlefront Krushok can't be blocked by more than one creature. Each creature you control with a +1/+1 counter on it can't be blocked by more than one creature.
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Battlegate Mimic
( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both red and white, Battlegate Mimic has base power and toughness 4/2 until end of turn and gains first strike until end of turn.
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Battlegrace Angel
( 5)
Creature — Angel
(4/4)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains lifelink until end of turn.
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Battleground Geist
( 5)
Creature — Spirit
(3/3)
Flying Other Spirit creatures you control get +1/+0.
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Battlegrowth
( 1)
Instant
Put a +1/+1 counter on target creature.
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Battle-Mad Ronin
( 2)
Creature — Human Samurai
(1/1)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) Battle-Mad Ronin attacks each combat if able.
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Battlemage's Bracers
( 3)
Artifact — Equipment
Equipped creature has haste. Whenever an ability of equipped creature is activated, if it isn't a mana ability, you may pay . If you do, copy that ability. You may choose new targets for the copy. Equip
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Battle-Rage Blessing
( 2)
Instant
Target creature gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Battle-Rattle Shaman
( 4)
Creature — Goblin Shaman
(2/2)
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
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Battle-Scarred Goblin
( 2)
Creature — Goblin Warrior
(2/2)
Whenever Battle-Scarred Goblin becomes blocked, it deals 1 damage to each creature blocking it.
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Battlesong Berserker
( 4)
Creature — Human Berserker
(3/4)
Whenever you attack, target creature you control gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Battletide Alchemist
( 5)
Creature — Kithkin Cleric
(3/4)
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.
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Battlewand Oak
( 3)
Creature — Treefolk Warrior
(1/3)
Whenever a Forest you control enters, Battlewand Oak gets +2/+2 until end of turn. Whenever you cast a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn.
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Battlewing Mystic
( 2)
Creature — Bird Wizard
(2/1)
Kicker (You may pay an additional as you cast this spell.) Flying When Battlewing Mystic enters, if it was kicked, discard your hand, then draw two cards.
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Battlewise Aven
( 4)
Creature — Bird Soldier
(2/2)
Flying Threshold — As long as seven or more cards are in your graveyard, Battlewise Aven gets +1/+1 and has first strike.
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Battlewise Hoplite
( 2)
Creature — Human Soldier
(2/2)
Heroic — Whenever you cast a spell that targets Battlewise Hoplite, put a +1/+1 counter on Battlewise Hoplite, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
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Battlewise Valor
( 2)
Instant
Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Baylen, the Haymaker
( 3)
Legendary Creature — Rabbit Warrior
(4/3)
Tap two untapped tokens you control: Add one mana of any color. Tap three untapped tokens you control: Draw a card. Tap four untapped tokens you control: Put three +1/+1 counters on Baylen, the Haymaker. It gains trample until end of turn.
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Bayou
( 0)
Land — Swamp Forest
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Bayou Dragonfly
( 2)
Creature — Insect
(1/1)
Flying; swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Bayou Groff
( 2)
Creature — Plant Dog
(5/4)
As an additional cost to cast this spell, sacrifice a creature or pay .
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Bazaar Krovod
( 5)
Creature — Beast
(2/5)
Whenever Bazaar Krovod attacks, another target attacking creature gets +0/+2 until end of turn. Untap that creature.
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Bazaar of Wonders
( 5)
World Enchantment
When Bazaar of Wonders enters, exile all graveyards. Whenever a player casts a spell, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is on the battlefield.
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Bazaar Trademage
( 3)
Creature — Human Wizard
(3/4)
Flying When Bazaar Trademage enters, draw two cards, then discard three cards.
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Bazaar Trader
( 2)
Creature — Goblin
(1/1)
: Target player gains control of target artifact, creature, or land you control.
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Beacon Behemoth
( 5)
Creature — Beast
(5/3)
: Target creature with power 5 or greater gains vigilance until end of turn.
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Beacon Bolt
( 3)
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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Beacon Hawk
( 2)
Creature — Bird
(1/1)
Flying Whenever Beacon Hawk deals combat damage to a player, you may untap target creature. : Beacon Hawk gets +0/+1 until end of turn.
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Beacon of Creation
( 4)
Sorcery
Create a 1/1 green Insect creature token for each Forest you control. Shuffle Beacon of Creation into its owner's library.
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Beacon of Destiny
( 2)
Creature — Human Cleric
(1/3)
: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.
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Beacon of Destruction
( 5)
Instant
Beacon of Destruction deals 5 damage to any target. Shuffle Beacon of Destruction into its owner's library.
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Beacon of Immortality
( 6)
Instant
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
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Beacon of Tomorrows
( 8)
Sorcery
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
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Beacon of Unrest
( 5)
Sorcery
Put target artifact or creature card from a graveyard onto the battlefield under your control. Shuffle Beacon of Unrest into its owner's library.
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Beaming Defiance
( 2)
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Beamsplitter Mage
( 2)
Creature — Vedalken Wizard
(2/2)
Whenever you cast an instant or sorcery spell that targets only Beamsplitter Mage, if you control one or more other creatures that spell could target, choose one of those creatures. Copy that spell. The copy targets the chosen creature.
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Beamtown Beatstick
( 1)
Artifact — Equipment
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever equipped creature deals combat damage to a player or battle, create a Treasure token. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Beanstalk Giant
( 7)
Creature — Giant
(*/*)
Beanstalk Giant's power and toughness are each equal to the number of lands you control.
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Stormkeld Vanguard (Bear Down)
( 2)
Sorcery — Adventure
Destroy target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
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Bear Trap
( 1)
Artifact
Flash , , Sacrifice Bear Trap: It deals 3 damage to target creature.
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Bear Umbra
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control." Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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