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Tidehollow Sculler
( 2)
Artifact Creature — Zombie
(2/2)
When Tidehollow Sculler enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When Tidehollow Sculler leaves the battlefield, return the exiled card to its owner's hand.
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Tidehollow Strix
( 2)
Artifact Creature — Bird
(2/1)
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Tidepool Turtle
( 4)
Creature — Turtle
(2/5)
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Tideshaper Mystic
( 1)
Creature — Merfolk Wizard
(1/1)
: Target land becomes the basic land type of your choice until end of turn. Activate only during your turn.
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Tidespout Tyrant
( 8)
Creature — Djinn
(5/5)
Flying Whenever you cast a spell, return target permanent to its owner's hand.
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Tidewalker
( 3)
Creature — Elemental
(*/*)
Tidewalker enters with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this creature. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it.
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Tidewater Minion
( 5)
Creature — Elemental Minion
(4/4)
Defender (This creature can't attack.) : Tidewater Minion loses defender until end of turn. : Untap target permanent.
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Tidy Conclusion
( 5)
Instant
Destroy target creature. You gain 1 life for each artifact you control.
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Tiefling Outcasts
( 1)
Creature — — Tiefling Peasant
(1/1)
Double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.) Other Demons, Devils, Imps, and Tieflings you control get +1/+0.
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Tiger Claws
( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1 and has trample.
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Tiger-Tribe Hunter
( 5)
Creature — Human Barbarian
(4/4)
Trample Pack tactics — Whenever Tiger-Tribe Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, Tiger-Tribe Hunter deals damage equal to the sacrificed creature's power to target creature.
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Tightening Coils
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -6/-0 and loses flying.
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Tiller Engine
( 2)
Artifact Creature — Construct
(1/3)
Whenever a land you control enters tapped, choose one — • Untap that land. • Tap target nonland permanent an opponent controls.
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Tiller of Flesh
( 4)
Creature — Phyrexian Knight
(2/4)
Whenever you cast a spell that targets one or more permanents, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)
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Tilling Treefolk
( 3)
Creature — Treefolk Druid
(1/3)
When Tilling Treefolk enters, you may return up to two target land cards from your graveyard to your hand.
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Tilonalli's Crown
( 2)
Enchantment — Aura
Enchant creature When Tilonalli's Crown enters, it deals 1 damage to enchanted creature. Enchanted creature gets +3/+0 and has trample.
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Tilonalli's Knight
( 2)
Creature — Human Knight
(2/2)
Whenever Tilonalli's Knight attacks, if you control a Dinosaur, Tilonalli's Knight gets +1/+1 until end of turn.
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Tilonalli's Skinshifter
( 3)
Creature — Human Shaman
(0/1)
Haste Whenever Tilonalli's Skinshifter attacks, it becomes a copy of another target nonlegendary attacking creature until end of turn.
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Tilonalli's Summoner
( 2)
Creature — Human Shaman
(1/1)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever Tilonalli's Summoner attacks, you may pay . If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.
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Timber Paladin
( 2)
Artifact Creature — Knight
(1/1)
As long as Timber Paladin is enchanted by exactly one Aura, it has base power and toughness 3/3. As long as Timber Paladin is enchanted by exactly two Auras, it has base power and toughness 5/5 and vigilance. As long as Timber Paladin is enchanted by three or more Auras, it has base power and toughness 10/10, vigilance, and trample.
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Timber Protector
( 5)
Creature — Treefolk Warrior
(4/6)
Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control have indestructible.
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Timber Shredder
( 0)
Creature — Werewolf
(4/2)
Trample At the beginning of each upkeep, if a player cast two or more spells last turn, transform Timber Shredder.
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Timber Wolves
( 1)
Creature — Wolf
(1/1)
Banding (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 blocking or being blocked by a creature, you divide 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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Timberland Ancient
( 6)
Creature — Treefolk
(6/5)
Reach, trample Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
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Timberland Guide
( 2)
Creature — Human Scout
(1/1)
When Timberland Guide enters, put a +1/+1 counter on target creature.
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Timberland Ruins
( 0)
Land
Timberland Ruins enters tapped. : Add . , Sacrifice Timberland Ruins: Add one mana of any color.
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Timberline Ridge
( 0)
Land
Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. : Add or . Put a depletion counter on Timberline Ridge.
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Timbermare
( 4)
Creature — Elemental Horse
(5/5)
Haste Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Timbermare enters, tap all other creatures.
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Timbermaw Larva
( 4)
Creature — Beast
(2/2)
Whenever Timbermaw Larva attacks, it gets +1/+1 until end of turn for each Forest you control.
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Timberpack Wolf
( 2)
Creature — Wolf
(2/2)
Timberpack Wolf gets +1/+1 for each other creature you control named Timberpack Wolf.
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Timberwatch Elf
( 3)
Creature — Elf
(1/2)
: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Time and Tide
( 2)
Instant
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
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Time Beetle
( 2)
Creature — Alien Insect
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Parallel Universe — Whenever Time Beetle deals combat damage to a player, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
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Time Bomb
( 4)
Artifact
At the beginning of your upkeep, put a time counter on Time Bomb. , , Sacrifice Time Bomb: Time Bomb deals damage equal to the number of time counters on it to each creature and each player.
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Time Ebb
( 3)
Sorcery
Put target creature on top of its owner's library.
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Time Lord Regeneration
( 1)
Instant
Until end of turn, target Time Lord you control gains "When this creature dies, reveal cards from the top of your library until you reveal a Time Lord creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order."
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Time Machine
( 5)
Artifact
: Exile Time Machine and target nontoken creature you own. Return them to the battlefield at the beginning of your upkeep on your turn X in the next game you play with one of your opponents in this game, where X is the mana value of the exiled creature.
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Time of Heroes
( 2)
Enchantment
Each creature you control with a level counter on it gets +2/+2.
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Time of Ice
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice. III — Return all tapped creatures to their owners' hands.
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Time of Need
( 2)
Sorcery
Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
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Time Out
( 5)
Instant
Roll a six-sided die. Put target nonland permanent into its owner's library just beneath the top X cards of that library, where X is the result.
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Time Reaper
( 5)
Creature — Alien Horror
(4/4)
Flying, haste Consume Anomaly — Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life.
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Time Reversal
( 5)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.
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Time Sidewalk (playtest)
( 8)
Sorcery
Take an extra turn after this one. If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
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Time Sieve
( 2)
Artifact
, Sacrifice five artifacts: Take an extra turn after this one.
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Time Spiral
( 6)
Sorcery
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
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Time Stop
( 6)
Instant
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Time Stretch
( 10)
Sorcery
Target player takes two extra turns after this one.
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Time to Feed
( 3)
Sorcery
Choose target creature an opponent controls. When that creature dies this turn, you gain 3 life. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
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Time to Reflect
( 1)
Instant
Exile target creature that blocked or was blocked by a Zombie this turn.
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Time Vault
( 2)
Artifact
Time Vault enters tapped. Time Vault doesn't untap during your untap step. If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault. : Take an extra turn after this one.
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Time Walk
( 2)
Sorcery
Take an extra turn after this one.
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Time Warp
( 5)
Sorcery
Target player takes an extra turn after this one.
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Time Wipe
( 5)
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
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Timebender
( 1)
Creature — Human Wizard
(1/1)
Morph When Timebender is turned face up, choose one — • Remove two time counters from target permanent or suspended card. • Put two time counters on target permanent with a time counter on it or suspended card.
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Timecrafting
( 1)
Instant
Choose one — • Remove X time counters from target permanent or suspended card. • Put X time counters on target permanent with a time counter on it or suspended card.
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Timely Hordemate
( 4)
Creature — Human Warrior
(3/2)
Raid — When Timely Hordemate enters, if you attacked this turn, return target creature card with mana value 2 or less from your graveyard to the battlefield.
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Timely Interference
( 1)
Instant
Kicker (You may pay an additional as you cast this spell.) Target creature gets -1/-0 until end of turn. If this spell was kicked, that creature blocks this turn if able. Draw a card.
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Timely Reinforcements
( 3)
Sorcery
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
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Timely Ward
( 3)
Enchantment — Aura
You may cast Timely Ward as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.
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Timesifter
( 5)
Artifact
At the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the highest mana value takes an extra turn after this one. If two or more players' cards are tied for highest, the tied players repeat this process until the tie is broken.
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Timetwister
( 3)
Sorcery
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
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Timid Drake
( 3)
Creature — Drake
(3/3)
Flying When another creature enters, return Timid Drake to its owner's hand.
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Timin, Youthful Geist
( 5)
Legendary Creature — Spirit
(3/4)
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.) Flying At the beginning of each combat, tap up to one target creature.
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Timmerian Fiends
( 3)
Creature — Horror
(1/1)
Remove Timmerian Fiends from your deck before playing if you're not playing for ante. , Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of their library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.
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Timmy, Power Gamer
( 4)
Legendary Creature — Human Gamer
(1/1)
: You may put a creature card from your hand onto the battlefield.
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Timothar, Baron of Bats
( 6)
Legendary Creature — Vampire Noble
(4/4)
Ward—Discard a card. Whenever another nontoken Vampire you control dies, you may pay and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this creature deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
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Tin Street Cadet
( 1)
Creature — Goblin
(1/1)
Whenever Tin Street Cadet becomes blocked, create a 1/1 red Goblin creature token.
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Tin Street Dodger
( 1)
Creature — Goblin Rogue
(1/1)
Haste : Tin Street Dodger can't be blocked this turn except by creatures with defender.
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Tin Street Gossip
( 4)
Creature — Lizard Advisor
(4/4)
Vigilance : Add . Spend this mana only to cast face-down spells or to turn creatures face up.
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Tin Street Hooligan
( 2)
Creature — Goblin Rogue
(2/1)
When Tin Street Hooligan enters, if was spent to cast it, destroy target artifact.
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Tin Street Market
( 5)
Enchantment — Aura
Enchant land Enchanted land has ", Discard a card: Draw a card."
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Tinder Wall
( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) Sacrifice Tinder Wall: Add . , Sacrifice Tinder Wall: It deals 2 damage to target creature it's blocking.
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Tine Shrike
( 4)
Creature — Phyrexian Bird
(2/1)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Tinker
( 3)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Search your library for an artifact card, put that card onto the battlefield, then shuffle.
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Tinker's Tote
( 3)
Artifact
When Tinker's Tote enters, create two 1/1 colorless Gnome artifact creature tokens. , Sacrifice Tinker's Tote: You gain 3 life.
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Tin-Wing Chimera
( 4)
Artifact Creature — Chimera
(2/2)
Flying Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera creature. It gains flying. <I>(This effect lasts indefinitely.)</I>
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Tinybones Joins Up
( 1)
Legendary Enchantment
When Tinybones Joins Up enters, any number of target players each discard a card. Whenever a legendary creature you control enters, any number of target players each mill a card and lose 1 life.
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Tinybones, the Pickpocket
( 1)
Legendary Creature — Skeleton Rogue
(1/1)
Deathtouch Whenever Tinybones, the Pickpocket deals combat damage to a player, you may cast target nonland permanent card from that player's graveyard, and mana of any type can be spent to cast that spell.
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Tinybones, Trinket Thief
( 2)
Legendary Creature — Skeleton Rogue
(1/2)
At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life. : Each opponent with no cards in hand loses 10 life.
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Tireless Angler
( 3)
Creature — — Human Rogue
(1/4)
Whenever an Island enters the battlefield under your control, draft a card from Tireless Angler's spellbook.
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Tireless Hauler
( 5)
Creature — Human Werewolf
(4/5)
Vigilance Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Tireless Missionaries
( 5)
Creature — Human Cleric
(2/3)
When Tireless Missionaries enters, you gain 3 life.
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Tireless Tracker
( 3)
Creature — Human Scout
(3/2)
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
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Tireless Tribe
( 1)
Creature — Human Nomad
(1/1)
Discard a card: Tireless Tribe gets +0/+4 until end of turn.
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Tishana, Voice of Thunder
( 7)
Legendary Creature — Merfolk Shaman
(*/*)
Tishana, Voice of Thunder's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. When Tishana enters, draw a card for each creature you control.
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Tishana's Tidebinder
( 3)
Creature — Merfolk Wizard
(3/2)
Flash When Tishana's Tidebinder enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as Tishana's Tidebinder remains on the battlefield. (Mana abilities can't be targeted.)
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Tishana's Wayfinder
( 3)
Creature — Merfolk Scout
(2/2)
When Tishana's Wayfinder enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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Titan Forge
( 3)
Artifact
, : Put a charge counter on Titan Forge. , Remove three charge counters from Titan Forge: Create a 9/9 colorless Golem artifact creature token.
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