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The Great Work
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — The Great Work deals 3 damage to target opponent and each creature they control. II — Create three Treasure tokens. III — Until end of turn, you may cast instant and sorcery spells from any graveyard. If a spell cast this way would be put into a graveyard, exile it instead. Exile The Great Work, then return it to the battlefield (front face up).
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The Grey Havens
( 0)
Legendary Land
When The Grey Havens enters, scry 1. : Add . : Add one mana of any color among legendary creature cards in your graveyard.
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The Heron Moon (playtest)
( 0)
Legendary Land
: Add . , : Exile the bottom card of target opponent's library. Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost.
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The Horus Heresy
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, gain control of up to one target nonlegendary creature that player controls for as long as The Horus Heresy remains on the battlefield. II — Draw a card for each creature you control but don't own. III — Starting with you, each player chooses a creature. Destroy each creature chosen this way.
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The Hunger Tide Rises
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 1/1 black and green Insect creature token. IV — Sacrifice any number of creatures. Search your library and/or graveyard for a creature card with mana value less than or equal to the number of creatures sacrificed this way and put it onto the battlefield. If you search your library this way, shuffle.
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The Huntsman's Redemption
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 3/3 green Beast creature token. II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle. III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
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The Immortal Sun
( 6)
Legendary Artifact
Players can't activate planeswalkers' loyalty abilities. At the beginning of your draw step, draw an additional card. Spells you cast cost less to cast. Creatures you control get +1/+1.
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The Irencrag
( 2)
Legendary Artifact
: Add . Whenever a legendary creature you control enters, you may have The Irencrag become a legendary Equipment artifact named Everflame, Heroes' Legacy. If you do, it gains equip and "Equipped creature gets +3/+3" and loses all other abilities.
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The Jolly Balloon Man
( 3)
Legendary Creature — Human Clown
(1/4)
Haste , : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
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The Kami War
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile target nonland permanent an opponent controls. II — Return up to one other target nonland permanent to its owner's hand. Then each opponent discards a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Long Reach of Night
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Each opponent sacrifices a creature of their choice unless they discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Mending of Dominaria
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill two cards, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
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The Mightstone and Weakstone
( 5)
Legendary Artifact — Powerstone
When The Mightstone and Weakstone enters, choose one — • Draw two cards. • Target creature gets -5/-5 until end of turn. : Add . This mana can't be spent to cast nonartifact spells. (Melds with Urza, Lord Protector.)
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The Mimeoplasm
( 5)
Legendary Creature — Ooze
(0/0)
As The Mimeoplasm enters, you may exile two creature cards from graveyards. If you do, it enters as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card.
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The Mirari Conjecture
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return target instant card from your graveyard to your hand. II — Return target sorcery card from your graveyard to your hand. III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
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The Modern Age
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Draw a card, then discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Monumental Facade
( 0)
Land — Sphere
The Monumental Facade enters with two oil counters on it. : Add . , Remove an oil counter from The Monumental Facade: Put an oil counter on target artifact or creature you control. Activate only as a sorcery.
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The Myriad Pools
( 0)
Legendary Artifact Land
(Transforms from The Everflowing Well.) : Add . Whenever you cast a permanent spell using mana produced by The Myriad Pools, up to one other target permanent you control becomes a copy of that spell until end of turn.
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The Night of the Doctor
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.) I — Destroy all creatures. II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
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The Ninth Doctor
( 3)
Legendary Creature — Time Lord Doctor
(2/4)
Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
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The Parting of the Ways
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend. II — Time travel, then time travel. III — For each opponent, destroy up to one target artifact that player controls.
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The Phasing of Zhalfir
( 4)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I, II — Another target nonland permanent phases out. It can't phase in for as long as you control The Phasing of Zhalfir. III — Destroy all creatures. For each creature destroyed this way, its controller creates a 2/2 black Phyrexian creature token.
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The Princess Takes Flight
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile up to one target creature. II — Target creature you control gets +2/+2 and gains flying until end of turn. III — Return the exiled card to the battlefield under its owner's control.
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The Raven's Warning
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 blue Bird creature token with flying. You gain 2 life. II — Whenever one or more creatures you control with flying deal combat damage to a player this turn, look at that player's hand and draw a card. III — You may put a card you own from outside the game on top of your library.
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The Restoration of Eiganjo
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Revelations of Ezio
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target tapped creature an opponent controls. II — Whenever an Assassin you control attacks this turn, put a +1/+1 counter on it. III — Return target Assassin creature card from your graveyard to the battlefield with an additional +1/+1 counter on it.
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The Ringhart Crest
( 2)
Legendary Artifact
As The Ringhart Crest enters, choose a creature type. : Add . Spend this mana only to cast a creature spell of the chosen type or a legendary creature spell.
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The Sea Devils
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.) III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
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The Seedcore
( 0)
Land — Sphere
: Add . : Add one mana of any color. Spend this mana only to cast Phyrexian creature spells. Corrupted — : Target 1/1 creature gets +2/+1 until end of turn. Activate only if an opponent has three or more poison counters.
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The Shattered States Era
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. II — Creatures you control get +1/+0 until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.
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The Tale of Tamiyo
( 3)
Legendary Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process. IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.
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The Tenth Doctor
( 5)
Legendary Creature — Time Lord Doctor
(3/5)
Allons-y — Whenever you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend. Timey-Wimey — : Time travel three times. Activate only as a sorcery. (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. Then do it two more times.)
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The Three Seasons
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. II — Return up to two target snow permanent cards from your graveyard to your hand. III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.
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The Tomb of Aclazotz
( 0)
Legendary Land — Cave
(Transforms from Tarrian's Journal.) : Add . : You may cast a creature spell from your graveyard this turn. If you do, it enters with a finality counter on it and is a Vampire in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)
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The Trickster-God's Heist
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may exchange control of two target creatures. II — You may exchange control of two target nonbasic, noncreature permanents that share a card type. III — Target player loses 3 life and you gain 3 life.
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The Triumph of Anax
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on The Triumph of Anax. IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
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The True Scriptures
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — For each opponent, destroy up to one target creature or planeswalker that player controls. II — Each opponent discards three cards, then mills three cards. III — Put all creature cards from all graveyards onto the battlefield under your control. Exile The True Scriptures, then return it to the battlefield (front face up).
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The Valeyard
( 5)
Legendary Creature — Time Lord Noble
(4/5)
If an opponent would face a villainous choice, they face that choice an additional time. (They can make the same or different choices.) While voting, you may vote an additional time.
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The War Games
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as The War Games remains on the battlefield. II, III — Put a +1/+1 counter on each Warrior creature. IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
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The War in Heaven
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You draw three cards and you lose 3 life. II — Mill three cards. III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.
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The Weatherseed Treaty
( 3)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Create a 1/1 green Saproling creature token. III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
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The Wedding of River Song
( 3)
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend. 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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The Witch's Vanity
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target creature an opponent controls with mana value 2 or less. II — Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") III — Create a Wicked Role token attached to target creature you control.
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The World Spell
( 7)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
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There and Back Again
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Up to one target creature can't block for as long as you control There and Back Again. The Ring tempts you. II — Search your library for a Mountain card, put it onto the battlefield, then shuffle. III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When this creature dies, create fourteen Treasure tokens."
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Thermopod
( 5)
Snow Creature — Slug
(4/3)
: Thermopod gains haste until end of turn. ( can be paid with one mana from a snow source.) Sacrifice a creature: Add .
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Thieves' Tools
( 2)
Artifact — Equipment
When Thieves' Tools enters, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Thieving Skydiver
( 2)
Creature — Merfolk Rogue
(2/1)
Kicker . X can't be 0. (You may pay an additional as you cast this spell.) Flying When Thieving Skydiver enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.
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Thieving Varmint
( 2)
Creature — Varmint
(2/1)
Deathtouch, lifelink , Pay 1 life: Add two mana of any one color. Spend this mana only to cast spells you don't own.
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Thornglint Bridge
( 0)
Artifact Land
Thornglint Bridge enters tapped. Indestructible : Add or .
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Thornplate Intimidator
( 4)
Creature — Rat Rogue
(4/3)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
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Thornwood Falls
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Thran Forge
( 3)
Artifact
: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types.
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Thran Portal
( 0)
Land — Gate
Thran Portal enters tapped unless you control two or fewer other lands. As Thran Portal enters, choose a basic land type. Thran Portal is the chosen type in addition to its other types. Mana abilities of Thran Portal cost an additional 1 life to activate.
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Thran Quarry
( 0)
Land
At the beginning of the end step, if you control no creatures, sacrifice Thran Quarry. : Add one mana of any color.
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Thran Turbine
( 1)
Artifact
At the beginning of your upkeep, you may add . You can't spend this mana to cast spells.
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Three Blind Mice
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create a 1/1 white Mouse creature token. II, III — Create a token that's a copy of target token you control. IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
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Three Steps Ahead
( 1)
Instant
Spree (Choose one or more additional costs.) + — Counter target spell. + — Create a token that's a copy of target artifact or creature you control. + — Draw two cards, then discard a card.
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Three Tree City
( 0)
Legendary Land
As Three Tree City enters, choose a creature type. : Add . , : Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
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Three Tree Mascot
( 2)
Artifact Creature — Shapeshifter
(2/1)
Changeling (This card is every creature type.) : Add one mana of any color. Activate only once each turn.
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Thrill of Possibility
( 2)
Instant
As an additional cost to cast this spell, discard a card. Draw two cards.
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Thrill-Kill Disciple
( 3)
Creature — Human Mercenary
(3/2)
Squad—, Discard a card. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) When Thrill-Kill Disciple dies, create a Junk token.
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Thriving Bluff
( 0)
Land
Thriving Bluff enters tapped. As it enters, choose a color other than red. : Add or one mana of the chosen color.
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Thriving Grove
( 0)
Land
Thriving Grove enters tapped. As it enters, choose a color other than green. : Add or one mana of the chosen color.
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Thriving Heath
( 0)
Land
Thriving Heath enters tapped. As it enters, choose a color other than white. : Add or one mana of the chosen color.
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Thriving Isle
( 0)
Land
Thriving Isle enters tapped. As it enters, choose a color other than blue. : Add or one mana of the chosen color.
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Thriving Moor
( 0)
Land
Thriving Moor enters tapped. As it enters, choose a color other than black. : Add or one mana of the chosen color.
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Throat Wolf (playtest)
( 3)
Summon Wolf
(3/1)
You may cast CARDNAME during an opponent's combat phase. Firstest strike (This creature deals combat damage to creatures before creatures with first strike.) After each opponent's first combat phase of each turn, there is an additional combat phase. Only CARDNAME can attack during that combat phase.
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Throes of Chaos
( 4)
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Throne of Eldraine
( 5)
Legendary Artifact
As Throne of Eldraine enters, choose a color. : Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. , : Draw two cards. Spend only mana of the chosen color to activate this ability.
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Through the Breach
( 5)
Instant — Arcane
You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice that creature at the beginning of the next end step. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Thud
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Thud deals damage equal to the sacrificed creature's power to any target.
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Thunderherd Migration
( 2)
Sorcery
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay . Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Thundering Falls
( 0)
Land — Island Mountain
(: Add or .) Thundering Falls enters tapped. When Thundering Falls enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Thundertrap Trainer
( 2)
Creature — Otter Wizard
(1/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Tibalt, Cosmic Impostor
( 7)
Legendary Planeswalker — Tibalt
(5)
As Tibalt enters, you get an emblem with "You may play cards exiled with Tibalt, Cosmic Impostor, and you may spend mana as though it were mana of any color to cast those spells." +2: Exile the top card of each player's library. −3: Exile target artifact or creature. −8: Exile all graveyards. Add .
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Tibalt, Wicked Tormentor
( 5)
Legendary Planeswalker — — Tibalt
+1: Add . Draft a card from Tibalt, Wicked Tormentor's spellbook, then exile it. Until end of turn, you may cast that card. +1: Tibalt, Wicked Tormentor deals 3 damage to target creature or planeswalker unless its controller has Tibalt deal 3 damage to them. If they do, you may discard a card. If you do, draw a card. −X: Create X 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
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Tide Shaper
( 1)
Creature — Merfolk Wizard
(1/1)
Kicker (You may pay an additional as you cast this spell.) When Tide Shaper enters, if it was kicked, target land becomes an Island for as long as Tide Shaper remains on the battlefield. Tide Shaper gets +1/+1 as long as an opponent controls an Island.
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