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Thatcher Revolt
( 3)
Sorcery
Create three 1/1 red Human creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.
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Grabby Giant (That's Mine)
( 2)
Instant — Adventure
Create a Treasure token. (Then exile this card. You may cast the creature later from exile.)
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The Apprentice's Folly
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste. III — Sacrifice all Reflections you control.
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The Argent Etchings
( 0)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Incubate 2 five times, then transform all Incubator tokens you control. II — Creatures you control get +1/+1 and gain double strike until end of turn. III — Destroy all other permanents except for artifacts, lands, and Phyrexians. Exile The Argent Etchings, then return it to the battlefield (front face up).
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The Balrog of Moria
( 7)
Legendary Creature — Avatar Demon
(8/8)
Trample, haste When The Balrog of Moria dies, you may exile it. When you do, for each opponent, exile up to one target creature that player controls. Cycling (, Discard this card: Draw a card.) When you cycle The Balrog of Moria, create two Treasure tokens.
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The Bears of Littjara
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 blue Shapeshifter creature token with changeling. II — Any number of target Shapeshifter creatures you control have base power and toughness 4/4. III — Choose up to one target creature or planeswalker. Each creature with power 4 or greater you control deals damage equal to its power to that permanent.
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The Belligerent
( 4)
Legendary Artifact — Vehicle
(5/5)
Whenever The Belligerent attacks, create a Treasure token. Until end of turn, you may look at the top card of your library any time, and you may play lands and cast spells from the top of your library. Crew 3
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The Big Idea
( 6)
Legendary Creature — Brainiac Villain
(4/4)
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The Birth of Meletis
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. II — Create a 0/4 colorless Wall artifact creature token with defender. III — You gain 2 life.
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The Blackstaff of Waterdeep
( 1)
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step. Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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The Bloodsky Massacre
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/3 red Demon Berserker creature token with menace. II — Whenever a Berserker attacks this turn, you draw a card and you lose 1 life. III — Add for each Berserker you control. Until end of turn, you don't lose this mana as steps and phases end.
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The Book of Vile Darkness
( 3)
Legendary Artifact
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token. , Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
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The Broken Sky
( 0)
Enchantment
Creature tokens you control get +1/+0 and have lifelink. At the beginning of your end step, create a 1/1 white and black Spirit creature token with flying.
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The Brothers' War
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two tapped Powerstone tokens. II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able. III — The Brothers' War deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.
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The Chase Is On
( 3)
Instant
Target creature gets +3/+0 and gains first strike until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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The Circle of Loyalty
( 6)
Legendary Artifact
This spell costs less to cast for each Knight you control. Creatures you control get +1/+1. Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance. , : Create a 2/2 white Knight creature token with vigilance.
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The Council of Four
( 5)
Legendary Creature — Human Noble
(0/8)
Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.
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The Curse of Fenric
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each player, destroy up to one target creature that player controls. For each creature destroyed this way, its controller creates a 3/3 green Mutant creature token with deathtouch. II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities. III — Target Mutant fights another target creature named Fenric.
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The Dalek Emperor
( 7)
Legendary Artifact Creature — Dalek
(6/6)
Affinity for Daleks (This spell costs less to cast for each Dalek you control.) Other Daleks you control have haste. At the beginning of combat on your turn, each opponent faces a villainous choice — That player sacrifices a creature of their choice, or you create a 3/3 black Dalek artifact creature token with menace.
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The Elder Dragon War
( 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 — The Elder Dragon War deals 2 damage to each creature and each opponent. II — Discard any number of cards, then draw that many cards. III — Create a 4/4 red Dragon creature token with flying.
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The Eleventh Hour
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle. II — Create a Food token and a 1/1 white Human creature token with "Doctor spells you cast cost less to cast." III — Create a token that's a copy of target creature, except it's a legendary Alien named Prisoner Zero.
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The Eternal Wanderer
( 6)
Legendary Planeswalker
(5)
No more than one creature can attack The Eternal Wanderer each combat. +1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. 0: Create a 2/2 white Samurai creature token with double strike. −4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
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The First Iroan Games
( 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 Human Soldier creature token. II — Put three +1/+1 counters on target creature you control. III — If you control a creature with power 4 or greater, draw two cards. IV — Create a Gold token. (It's an artifact with "Sacrifice this artifact: Add one mana of any color.")
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The Fourth Doctor
( 4)
Legendary Creature — Time Lord Doctor
(4/4)
You may look at the top card of your library any time. Would You Like A . . . ? — Once each turn, you may play a historic land or cast a historic spell from the top of your library. When you do, create a Food token. (Artifacts, legendaries, and Sagas are historic.)
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The Girl in the Fireplace
( 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 Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature." II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.) III — Whenever a creature you control deals combat damage to a player this turn, time travel.
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The Golden-Gear Colossus
( 0)
Legendary Artifact Creature — Gnome
(6/6)
Vigilance, trample Whenever The Golden-Gear Colossus enters or attacks, transform up to one other target double-faced artifact you control. Create two 1/1 colorless Gnome artifact creature tokens.
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The Goose Mother
( 2)
Legendary Creature — Bird Hydra
(2/2)
Flying The Goose Mother enters with X +1/+1 counters on it. When The Goose Mother enters, create half X Food tokens, rounded up. Whenever The Goose Mother attacks, you may sacrifice a Food. If you do, draw a card.
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The Great Henge
( 9)
Legendary Artifact
This spell costs less to cast, where X is the greatest power among creatures you control. : Add . You gain 2 life. Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
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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 Hive
( 5)
Artifact
, : Create a 1/1 colorless Insect artifact creature token with flying named Wasp. (It can't be blocked except by creatures with flying or reach.)
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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 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 Locust God
( 6)
Legendary Creature — God
(4/4)
Flying Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste. : Draw a card, then discard a card. When The Locust God dies, return it to its owner's hand at the beginning of the next end step.
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The Lost and the Damned
( 3)
Enchantment
Whenever a land you control enters from anywhere other than your hand or you cast a spell from anywhere other than your hand, create a 3/3 red Spawn creature token.
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The Master, Gallifrey's End
( 4)
Legendary Creature — Time Lord Rogue
(4/3)
Make Them Pay — Whenever a nontoken artifact creature you control dies, you may exile it. If you do, choose an opponent with the most life among your opponents. That player faces a villainous choice — They lose 4 life, or you create a token that's a copy of that card.
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The Master, Multiplied
( 6)
Legendary Creature — Time Lord Rogue
(4/3)
Myriad The "legend rule" doesn't apply to creature tokens you control. Triggered abilities you control can't cause you to sacrifice or exile creature tokens you control.
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The Mouth of Sauron
( 5)
Legendary Creature — Human Advisor
(3/4)
When The Mouth of Sauron enters, target player mills three cards. Then amass Orcs X, where X is the number of instant and sorcery cards in that player's graveyard. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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The Mycotyrant
( 3)
Legendary Creature — Elder Fungus
(*/*)
Trample The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings. At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This creature can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
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The Necrobloom
( 4)
Legendary Creature — Plant
(2/7)
Landfall — Whenever a land you control enters, create a 0/1 green Plant creature token. If you control seven or more lands with different names, create a 2/2 black Zombie creature token instead. Land cards in your graveyard have dredge 2. (You may return a land card from your graveyard to your hand and mill two cards instead of drawing a card.)
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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 Prydwen, Steel Flagship
( 6)
Legendary Artifact — Vehicle
(6/6)
Flying Whenever another nontoken artifact enters under your control, create a 2/2 white Human Knight creature token with "This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn." Crew 2
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The Rani
( 4)
Legendary Creature — Time Lord Scientist
(3/4)
Whenever The Rani enters or attacks, create a red Aura enchantment token named Mark of the Rani attached to another target creature. That token has enchant creature and "Enchanted creature gets +2/+2 and is goaded." Whenever a goaded creature deals combat damage to one of your opponents, investigate.
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The Raven Man
( 2)
Legendary Creature — Human Wizard
(2/1)
At the beginning of each end step, if a player discarded a card this turn, create a 1/1 black Bird creature token with flying and "This creature can't block." , : Each opponent discards a card. Activate only as a sorcery.
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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 Reaver Cleaver
( 3)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens." Equip
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The Scarab God
( 5)
Legendary Creature — God
(5/5)
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control. : Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
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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 Seventh Doctor
( 5)
Legendary Creature — Time Lord Doctor
(3/6)
Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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The Sixth Doctor
( 6)
Legendary Creature — Time Lord Doctor
(3/3)
Time Lord's Prerogative — Whenever you cast a historic spell, copy it, except the copy isn't legendary. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. A copy of a permanent spell becomes a token.)
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The Skullspore Nexus
( 8)
Legendary Artifact
This spell costs less to cast, where X is the greatest power among creatures you control. Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures. , : Double target creature's power until end of turn.
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The Spear of Leonidas
( 3)
Legendary Artifact — Equipment
Whenever equipped creature attacks, choose one — • Bull Rush — It gains double strike until end of turn. • Summon — Create Phobos, a legendary 3/2 red Horse creature token. • Revelation — Discard two cards, then draw two cards. Equip
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The Superlatorium (The Superlatorium (a))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the fastest," "the scariest," or "the weakest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 2, 3, 6
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The Superlatorium (The Superlatorium (b))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the cutest," "the loudest," or "the strongest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 2, 4, 6
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The Superlatorium (The Superlatorium (c))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the quietest," "the slowest," or "the ugliest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 2, 5, 6
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The Superlatorium (The Superlatorium (d))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the cleanest," "the hungriest," or "the strangest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 3, 4, 6
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The Superlatorium (The Superlatorium (e))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the friendliest," "the smartest," or "the wildest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 3, 5, 6
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The Superlatorium (The Superlatorium (f))
( 0)
Artifact — Attraction
Visit — An opponent chooses "the funniest," "the smelliest," or "the sturdiest." You choose a creature, then ask a person outside the game to choose the creature that best fits the chosen criteria. If they chose the same creature you chose, claim the prize Prize — Create two 1/1 red Balloon creature tokens with flying, then sacrifice The Superlatorium and open an Attraction. Lights — 4, 5, 6
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The Swarmweaver
( 4)
Legendary Artifact Creature — Scarecrow
(2/3)
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying. Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
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The Third Doctor
( 4)
Legendary Creature — Time Lord Doctor
(2/2)
Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters, create your choice of a Clue token, a Food token, or a Treasure token.
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The Torment of Gollum
( 4)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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The Twelfth Doctor
( 5)
Legendary Creature — Time Lord Doctor
(4/4)
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.) Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
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The Wandering Emperor
( 4)
Legendary Planeswalker
(3)
Flash As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant. +1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn. −1: Create a 2/2 white Samurai creature token with vigilance. −2: Exile target tapped creature. You gain 2 life.
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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 Watcher in the Water
( 5)
Legendary Creature — Kraken
(9/9)
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token. Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
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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 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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Their Number Is Legion
( 4)
Sorcery
Create X tapped 2/2 black Necron Warrior artifact creature tokens, then you gain life equal to the number of artifacts you control. Exile Their Number Is Legion. You may cast Their Number Is Legion from your graveyard.
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Thelonite Hermit
( 4)
Creature — Elf Shaman
(1/1)
All Saprolings get +1/+1. 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 Thelonite Hermit is turned face up, create four 1/1 green Saproling creature tokens.
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Theoretical Duplication
( 3)
Instant
Whenever a nontoken creature an opponent controls enters this turn, create a token that's a copy of that creature.
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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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They Went This Way
( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Thieves' Auction
( 7)
Sorcery
Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.
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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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Thijarian Witness
( 2)
Creature — Alien Cleric
(0/4)
Flash Bear Witness — Whenever another creature dies, if it was attacking or blocking alone, exile it and investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Third Path Iconoclast
( 2)
Creature — Human Monk
(2/1)
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
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Thopter Assembly
( 6)
Artifact Creature — Thopter
(5/5)
Flying At the beginning of your upkeep, if you control no Thopters other than Thopter Assembly, return Thopter Assembly to its owner's hand and create five 1/1 colorless Thopter artifact creature tokens with flying.
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Thopter Engineer
( 3)
Creature — Human Artificer
(1/3)
When Thopter Engineer enters, create a 1/1 colorless Thopter artifact creature token with flying. Artifact creatures you control have haste. (They can attack and as soon as they come under your control.)
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Thopter Foundry
( 2)
Artifact
, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.
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Thopter Mechanic
( 2)
Creature — Human Artificer
(2/1)
Whenever you draw your second card each turn, put a +1/+1 counter on Thopter Mechanic. When Thopter Mechanic dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Thopter Shop
( 3)
Artifact
Whenever one or more artifact creatures you control die, draw a card. This ability triggers only once each turn. , : Create a 1/1 colorless Thopter artifact creature token with flying.
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Thopter Spy Network
( 4)
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying. Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
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Thopter Squadron
( 5)
Artifact Creature — Thopter
(0/0)
Flying Thopter Squadron enters with three +1/+1 counters on it. , Remove a +1/+1 counter from Thopter Squadron: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery. , Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Activate only as a sorcery.
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Thorn Lieutenant
( 2)
Creature — Elf Warrior
(2/3)
Whenever Thorn Lieutenant becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token. : Thorn Lieutenant gets +4/+4 until end of turn.
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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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Thorough Investigation
( 3)
Enchantment
Whenever you attack, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
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Thousand Moons Smithy
( 4)
Legendary Artifact
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This creature's power and toughness are each equal to the number of artifacts and/or creatures you control." At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
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Thraben Doomsayer
( 3)
Creature — Human Cleric
(2/2)
: Create a 1/1 white Human creature token. Fateful hour — As long as you have 5 or less life, other creatures you control get +2/+2.
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Thraben Inspector
( 1)
Creature — Human Soldier
(1/2)
When Thraben Inspector enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Thraben Watcher
( 4)
Creature — Angel
(2/2)
Flying, vigilance Other nontoken creatures you control get +1/+1 and have vigilance.
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Thragtusk
( 5)
Creature — Beast
(5/3)
When Thragtusk enters, you gain 5 life. When Thragtusk leaves the battlefield, create a 3/3 green Beast creature token.
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Thran Spider
( 3)
Artifact Creature — Spider
(2/4)
Reach When Thran Spider enters, you and target opponent each create a tapped Powerstone token. : Look at the top four cards of your library. You may reveal an artifact 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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