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Feather, the Redeemed
( 3)
Legendary Creature — Angel
(3/4)
Flying Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
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Fecund Greenshell
( 5)
Creature — Elemental Turtle
(4/6)
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever Fecund Greenshell or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
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Feisty Stegosaurus
( 5)
Host Creature — Dinosaur
(2/1)
When this creature enters, roll a six-sided die. This creature deals damage equal to the result to target creature an opponent controls.
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Feiyi Snake
( 2)
Creature — Snake
(2/1)
Reach (This creature can block creatures with flying.)
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Feldon, Ronom Excavator
( 2)
Legendary Creature — Human Artificer
(2/2)
Haste Feldon, Ronom Excavator can't block. Whenever Feldon is dealt damage, exile that many cards from the top of your library. Choose one of them. Until the end of your next turn, you may play that card.
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Felhide Brawler
( 2)
Creature — Minotaur
(2/2)
Felhide Brawler can't block unless you control another Minotaur.
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Felhide Petrifier
( 3)
Creature — Minotaur Warrior
(2/3)
Deathtouch Other Minotaur creatures you control have deathtouch.
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Felhide Spiritbinder
( 4)
Creature — Minotaur Shaman
(3/4)
Inspired — Whenever Felhide Spiritbinder becomes untapped, you may pay . If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
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Felidar Cub
( 2)
Creature — Cat Beast
(2/2)
Sacrifice this creature: Destroy target enchantment.
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Felidar Guardian
( 4)
Creature — Cat Beast
(1/4)
When Felidar Guardian enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
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Felidar Savior
( 4)
Creature — Cat Beast
(2/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
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Felidar Sovereign
( 6)
Creature — Cat Beast
(4/6)
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your upkeep, if you have 40 or more life, you win the game.
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Feline Sovereign
( 3)
Creature — Cat
(2/3)
Other Cats you control get +1/+1 and have protection from Dogs. Whenever one or more Cats you control deal combat damage to a player, destroy up to one target artifact or enchantment that player controls.
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Felisa, Fang of Silverquill
( 4)
Legendary Creature — Vampire Wizard
(3/2)
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a nontoken creature you control dies, if it had counters on it, create X tapped 2/1 white and black Inkling creature tokens with flying, where X is the number of counters it had on it.
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Felix Five-Boots
( 5)
Legendary Creature — Ooze Rogue
(5/4)
Menace, ward If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Fell Beast of Mordor
( 4)
Creature — Drake Beast
(3/3)
Flying Devour 1 (As this enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.) Whenever Fell Beast of Mordor enters or attacks, target opponent loses X life and you gain X life, where X is the number of +1/+1 counters on it.
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Fell Horseman
( 4)
Creature — Zombie Knight
(3/3)
When Fell Horseman dies, put it on the bottom of its owner's library.
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Fell Shepherd
( 7)
Creature — Avatar
(8/6)
Whenever Fell Shepherd deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. , Sacrifice another creature: Target creature gets -2/-2 until end of turn.
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Fell Specter
( 4)
Creature — Specter
(1/3)
Flying When Fell Specter enters, target opponent discards a card. Whenever an opponent discards a card, that player loses 2 life.
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Fell Stinger
( 3)
Creature — Zombie Scorpion
(3/2)
Deathtouch Exploit (When this creature enters, you may sacrifice a creature.) When Fell Stinger exploits a creature, target player draws two cards and loses 2 life.
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Femeref Archers
( 3)
Creature — Human Archer
(2/2)
: Femeref Archers deals 4 damage to target attacking creature with flying.
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Femeref Enchantress
( 2)
Creature — Human Druid
(1/2)
Whenever an enchantment is put into a graveyard from the battlefield, draw a card.
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Femeref Healer
( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Femeref Knight
( 3)
Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Femeref Knight gains vigilance until end of turn.
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Fen Hauler
( 7)
Creature — Insect
(5/5)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Fen Hauler can't be blocked by artifact creatures.
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Fen Stalker
( 4)
Creature — Nightstalker
(3/2)
Fen Stalker has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fencer Clique
( 4)
Creature — Faerie Soldier
(3/2)
Flying : Put Fencer Clique on top of its owner's library.
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Fencing Ace
( 2)
Creature — Human Soldier
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.)
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Fendeep Summoner
( 5)
Creature — Treefolk Shaman
(3/5)
: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
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Feral Abomination
( 6)
Creature — Thrull
(5/5)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Feral Animist
( 3)
Creature — Goblin Shaman
(2/1)
: Feral Animist gets +X/+0 until end of turn, where X is its power.
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Feral Deceiver
( 4)
Creature — Spirit
(3/2)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Activate only once each turn.
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Feral Ghoul
( 3)
Creature — Zombie Mutant
(2/2)
Menace Whenever another creature you control dies, put a +1/+1 counter on Feral Ghoul. When Feral Ghoul dies, each opponent gets a number of rad counters equal to its power.
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Feral Hydra
( 1)
Creature — Hydra Beast
(0/0)
Feral Hydra enters with X +1/+1 counters on it. : Put a +1/+1 counter on Feral Hydra. Any player may activate this ability.
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Feral Prowler
( 2)
Creature — Cat
(1/3)
When Feral Prowler dies, draw a card.
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Feral Ridgewolf
( 3)
Creature — Wolf
(1/2)
Trample : Feral Ridgewolf gets +2/+0 until end of turn.
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Feral Thallid
( 6)
Creature — Fungus
(6/3)
At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.
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Feral Throwback
( 6)
Creature — Beast
(3/3)
Amplify 2 (As this creature enters, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Ferocious Pup
( 3)
Creature — Wolf
(0/1)
When Ferocious Pup enters, create a 2/2 green Wolf creature token.
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Ferocious Tigorilla
( 4)
Creature — Cat Ape
(4/3)
Ferocious Tigorilla enters with your choice of a trample counter or a menace counter on it. (A creature with menace can't be blocked except by two or more creatures.)
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Ferropede
( 3)
Artifact Creature — Insect
(1/1)
Ferropede can't be blocked. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent.
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Ferrovore
( 3)
Creature — Beast
(2/2)
, Sacrifice an artifact: Ferrovore gets +3/+0 until end of turn.
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Beanstalk Giant (Fertile Footsteps)
( 3)
Sorcery — Adventure
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
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Fertilid
( 3)
Creature — Elemental
(0/0)
Fertilid enters with two +1/+1 counters on it. , Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
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Fervent Cathar
( 3)
Creature — Human Knight
(2/1)
Haste When Fervent Cathar enters, target creature can't block this turn.
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Fervent Champion
( 1)
Creature — Human Knight
(1/1)
First strike, haste Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target Fervent Champion cost less to activate.
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Fervent Paincaster
( 3)
Creature — Human Wizard
(3/1)
: Fervent Paincaster deals 1 damage to target player or planeswalker. , Exert Fervent Paincaster: It deals 1 damage to target creature. (An exerted creature won't untap during your next untap step.)
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Festercreep
( 2)
Creature — Elemental
(0/0)
Festercreep enters with a +1/+1 counter on it. , Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
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Festerhide Boar
( 4)
Creature — Boar
(3/3)
Trample Morbid — Festerhide Boar enters with two +1/+1 counters on it if a creature died this turn.
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Festering Goblin
( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Mummy
( 1)
Creature — Zombie
(1/1)
When Festering Mummy dies, you may put a -1/-1 counter on target creature.
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Festering Newt
( 1)
Creature — Salamander
(1/1)
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
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Festerleech
( 1)
Creature — Zombie Leech
(1/1)
Whenever Festerleech deals combat damage to a player, you mill two cards. : Festerleech gets +2/+2 until end of turn. Activate only once each turn.
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Festival Crasher
( 2)
Creature — Devil
(1/3)
Whenever you cast an instant or sorcery spell, Festival Crasher gets +2/+0 until end of turn.
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Bramble Familiar (Fetch Quest)
( 7)
Sorcery — Adventure
Mill seven cards. Then put a creature, enchantment, or land card from among the milled cards onto the battlefield.
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Fetid Gargantua
( 5)
Creature — Horror
(4/4)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on Fetid Gargantua, you may draw two cards. If you do, you lose 2 life.
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Fetid Horror
( 4)
Creature — Shade Horror
(1/2)
: Fetid Horror gets +1/+1 until end of turn.
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Fetid Imp
( 2)
Creature — Imp
(1/2)
Flying : Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Fettergeist
( 3)
Creature — Spirit
(3/4)
Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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Fey Steed
( 4)
Creature — Elk
(4/4)
Whenever Fey Steed attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
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Feywild Caretaker
( 5)
Creature — Orc Wizard
(3/4)
When Feywild Caretaker enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
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Feywild Trickster
( 3)
Creature — Gnome Warlock
(2/2)
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Fickle Efreet
( 4)
Creature — Efreet
(5/2)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.
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Fiddlehead Kami
( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
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Field Marshal
( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Field Surgeon
( 2)
Creature — Human Cleric
(1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
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Fiend Artisan
( 2)
Creature — Nightmare
(1/1)
This creature gets +1/+1 for each creature card in your graveyard. , , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
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Fiend Binder
( 4)
Creature — Human Soldier
(3/2)
Whenever Fiend Binder attacks, tap target creature defending player controls.
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Fiend Hunter
( 3)
Creature — Human Cleric
(1/3)
When Fiend Hunter enters, you may exile another target creature. When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Fiend of the Shadows
( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Fiendish Duo
( 6)
Creature — Devil
(5/5)
First strike (This creature deals combat damage before creatures without first strike.) If a source would deal damage to an opponent, it deals double that damage to that player instead.
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Fiendish Panda
( 4)
Creature — Bear Demon
(3/2)
Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, return another target non-Bear creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
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Fiendslayer Paladin
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control.
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Fierce Empath
( 3)
Creature — Elf
(1/1)
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
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Fierce Witchstalker
( 4)
Creature — Wolf
(4/4)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) When Fierce Witchstalker enters, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Fiery Hellhound
( 3)
Creature — Elemental Dog
(2/2)
: Fiery Hellhound gets +1/+0 until end of turn.
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Filigree Angel
( 8)
Artifact Creature — Angel
(4/4)
Flying When Filigree Angel enters, you gain 3 life for each artifact you control.
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Filigree Attendant
( 4)
Artifact Creature — Homunculus
(*/3)
Flying Filigree Attendant's power is equal to the number of artifacts you control.
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Filigree Crawler
( 4)
Artifact Creature — Insect
(2/2)
When Filigree Crawler dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Filigree Familiar
( 3)
Artifact Creature — Fox
(2/2)
When Filigree Familiar enters, you gain 2 life. When Filigree Familiar dies, draw a card.
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Filigree Sages
( 4)
Artifact Creature — Vedalken Wizard
(2/3)
: Untap target artifact.
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Filigree Vector
( 4)
Artifact Creature — Phyrexian Construct
(1/1)
When Filigree Vector enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts. , , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Filth
( 4)
Creature — Incarnation
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
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Filthy Cur
( 2)
Creature — Dog
(2/2)
Whenever Filthy Cur is dealt damage, you lose that much life.
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Final Iteration
( 0)
Creature — Eldrazi Insect
(6/5)
Flying Wizards you control get +2/+1 and have flying. Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
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Final-Sting Faerie
( 4)
Creature — Faerie Assassin
(2/2)
Flying When Final-Sting Faerie enters, destroy target creature that was dealt damage this turn.
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Final-Word Phantom
( 3)
Creature — Spirit Detective
(1/4)
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
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Finch Formation
( 3)
Creature — Bird Scout
(2/2)
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.) Flying When this creature enters, target creature you control gains flying until end of turn.
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