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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 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 Kenriths' Royal Funeral
( 4)
Legendary Enchantment
When The Kenriths' Royal Funeral enters, exile up to two target legendary creature cards from your graveyard. You draw X cards and you lose X life, where X is the greatest mana value among cards exiled this way. Legendary spells you cast cost less to cast for each card exiled with The Kenriths' Royal Funeral.
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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 unless they discard a card. III — Exile this Saga, then return it to the battlefield transformed under your control.
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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 of Keys
( 3)
Legendary Enchantment Creature — Horror
(3/3)
Flying When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
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The Meathook Massacre
( 2)
Legendary Enchantment
When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.
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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 Mindskinner
( 3)
Legendary Enchantment Creature — Nightmare
(10/1)
The Mindskinner can't be blocked. If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
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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 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 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 Rollercrusher Ride
( 3)
Legendary Enchantment
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead. When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
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The Ruinous Powers
( 4)
Enchantment
At the beginning of your upkeep, choose an opponent at random. Exile the top card of that player's library. Until end of turn, you may play that card and you may spend mana as though it were mana of any color to cast it. When you cast a spell this way, its owner loses life equal to its mana value.
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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 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 Sound of Drums
( 3)
Enchantment — Aura
Enchant creature Enchanted creature is goaded. If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead. : Return The Sound of Drums from your graveyard to your hand.
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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 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 Toymaker's Trap
( 3)
Enchantment
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker's Trap.
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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 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 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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Theater of Horrors
( 3)
Enchantment
At the beginning of your upkeep, exile the top card of your library. During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors. : Theater of Horrors deals 1 damage to target opponent or planeswalker.
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Thelon's Chant
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay . Whenever a player puts a Swamp onto the battlefield, Thelon's Chant deals 3 damage to that player unless the player puts a -1/-1 counter on a creature they control.
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Thelon's Curse
( 2)
Enchantment
Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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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 Came from the Pipes
( 5)
Enchantment
When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control enters, draw a card.
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Thickest in the Thicket
( 5)
Enchantment
When Thickest in the Thicket enters, put X +1/+1 counters on target creature, where X is that creature's power. At the beginning of your end step, draw two cards if you control the creature with the greatest power or tied for the greatest power.
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Think Tank
( 3)
Enchantment
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Thirst
( 3)
Enchantment — Aura
Enchant creature When Thirst enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Thirst unless you pay .
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Thopter Arrest
( 3)
Enchantment
When Thopter Arrest enters, exile target artifact or creature an opponent controls until Thopter Arrest leaves the battlefield.
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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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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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Thought Lash
( 4)
Enchantment
Cumulative upkeep—Exile the top card of your library. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When a player doesn't pay Thought Lash's cumulative upkeep, that player exiles all cards from their library. Exile the top card of your library: Prevent the next 1 damage that would be dealt to you this turn.
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Thoughtleech
( 2)
Enchantment
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.
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Thoughtrender Lamia
( 6)
Enchantment Creature — Lamia
(5/3)
Constellation — Whenever Thoughtrender Lamia or another enchantment you control enters, each opponent discards a card.
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Thousand-Year Storm
( 6)
Enchantment
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
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Thran Vigil
( 2)
Enchantment
Whenever one or more artifact and/or creature cards leave your graveyard during your turn, put a +1/+1 counter on target creature you control.
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Threads of Disloyalty
( 3)
Enchantment — Aura
Enchant creature with mana value 2 or less You control enchanted creature.
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Threats Around Every Corner
( 4)
Enchantment
When Threats Around Every Corner enters, manifest dread. Whenever a face-down permanent you control enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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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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Thrull Retainer
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature.
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Thunderous Might
( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, it gets +X/+0 until end of turn, where X is your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
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Ticket Booth // Tunnel of Hate (Ticket Booth)
( 3)
Enchantment — Room
When you unlock this door, manifest dread. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Tidal Control
( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Pay 2 life or : Counter target red or green spell. Any player may activate this ability.
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Tidal Influence
( 3)
Enchantment
Cast this spell only if no permanents named Tidal Influence are on the battlefield. Tidal Influence enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on Tidal Influence. As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0. As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0. Whenever there are four or more tide counters on Tidal Influence, remove all tide counters from it.
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Tide of War
( 6)
Enchantment
Whenever one or more creatures block, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. If you lose the flip, each blocked creature is sacrificed by its controller.
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Tiger Claws
( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1 and has trample.
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Tightening Coils
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -6/-0 and loses flying.
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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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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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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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Tin Street Market
( 5)
Enchantment — Aura
Enchant land Enchanted land has ", Discard a card: Draw a card."
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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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Titania's Song
( 4)
Enchantment
Each noncreature artifact loses all abilities and becomes an artifact creature with power and toughness each equal to its mana value. If Titania's Song leaves the battlefield, this effect continues until end of turn.
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Titans' Nest
( 4)
Enchantment
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Exile a card from your graveyard: Add . Spend this mana only to cast a spell that's one or more colors without in its mana cost.
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Tocasia's Welcome
( 3)
Enchantment
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
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Together Forever
( 2)
Enchantment
When Together Forever enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.) : Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
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Tolarian Contempt
( 5)
Enchantment
When Tolarian Contempt enters, put a rejection counter on each creature your opponents control. At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on the top or bottom of their library.
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Tombstone Stairwell
( 4)
World Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each upkeep, if Tombstone Stairwell is on the battlefield, each player creates a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in their graveyard. At the beginning of each end step and when Tombstone Stairwell leaves the battlefield, destroy all tokens created with Tombstone Stairwell. They can't be regenerated.
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Tooth and Claw
( 4)
Enchantment
Sacrifice two creatures: Create a 3/1 red Beast creature token named Carnivore.
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Topsy Turvy
( 3)
Enchantment
The phases of each player's turn are reversed. (The phases are, in reverse order, ending, second main, combat, first main, and beginning.) As long as there are more than two players in the game, the turn order is reversed.
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Torch Song
( 3)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Torch Song. , Sacrifice Torch Song: It deals X damage to any target, where X is the number of verse counters on Torch Song.
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Torment
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-0.
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Torment of Scarabs
( 4)
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player loses 3 life unless they sacrifice a nonland permanent or discard a card.
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Tornado
( 5)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) , Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Activate only once each turn.
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Torpor Dust
( 3)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -3/-0.
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Torture
( 1)
Enchantment — Aura
Enchant creature : Put a -1/-1 counter on enchanted creature.
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Spiked Corridor // Torture Pit (Torture Pit)
( 4)
Enchantment — Room
If a source you control would deal noncombat damage to an opponent, it deals that much damage plus 2 instead. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Tortured Existence
( 1)
Enchantment
, Discard a creature card: Return target creature card from your graveyard to your hand.
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Total War
( 4)
Enchantment
Whenever a player attacks with one or more creatures, destroy all untapped non-Wall creatures that player controls that didn't attack, except for creatures the player hasn't controlled continuously since the beginning of the turn.
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Touch of the Eternal
( 7)
Enchantment
At the beginning of your upkeep, count the number of permanents you control. Your life total becomes that number.
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Touch the Spirit Realm
( 3)
Enchantment
When Touch the Spirit Realm enters, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield. Channel — , Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Tourach's Chant
( 3)
Enchantment
At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay . Whenever a player puts a Forest onto the battlefield, Tourach's Chant deals 3 damage to that player unless they put a -1/-1 counter on a creature they control.
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Tourach's Gate
( 3)
Enchantment — Aura
Enchant land you control Sacrifice a Thrull: Put three time counters on Tourach's Gate. At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it. Tap enchanted land: Attacking creatures you control get +2/-1 until end of turn. Activate only if enchanted land is untapped.
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Trace of Abundance
( 2)
Enchantment — Aura
Enchant land Enchanted land has shroud. (It can't be the target of spells or abilities.) Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Trade Routes
( 2)
Enchantment
: Return target land you control to its owner's hand. , Discard a land card: Draw a card.
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Trail of Crumbs
( 2)
Enchantment
When Trail of Crumbs enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.") Whenever you sacrifice a Food, you may pay . If you do, look at the top two cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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Trail of Evidence
( 3)
Enchantment
Whenever you cast an instant or sorcery spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Trail of Mystery
( 2)
Enchantment
Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
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Training Grounds
( 1)
Enchantment
Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
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