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Clever Concealment
( 4)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
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Clever Conjurer
( 3)
Creature — Gnome Wizard
(2/3)
Mage Hand — : Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
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Clever Distraction
( 0)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls." If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
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Clever Impersonator
( 4)
Creature — Shapeshifter
(0/0)
You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield.
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Clever Lumimancer
( 1)
Creature — Human Wizard
(0/1)
Magecraft — Whenever you cast or copy an instant or sorcery spell, Clever Lumimancer gets +2/+2 until end of turn.
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Clockwork Beetle
( 1)
Artifact Creature — Insect
(0/0)
Clockwork Beetle enters the battlefield with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.
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Cloister Gargoyle
( 3)
Artifact Creature — Gargoyle
(0/4)
When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
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Clone Legion
( 9)
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
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Cloud Elemental
( 3)
Creature — Elemental
(2/3)
Flying Cloud Elemental can block only creatures with flying.
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Cloudchaser Eagle
( 4)
Creature — Bird
(2/2)
Flying When Cloudchaser Eagle enters the battlefield, destroy target enchantment.
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Coalhauler Swine
( 6)
Creature — Boar Beast
(4/4)
Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.
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Cobalt Golem
( 4)
Artifact Creature — Golem
(2/3)
: Cobalt Golem gains flying until end of turn.
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Cobbled Lancer
( 1)
Creature — Zombie Horse
(3/3)
As an additional cost to cast this spell, exile a creature card from your graveyard. , Exile Cobbled Lancer from your graveyard: Draw a card.
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Cobbled Wings
( 2)
Artifact — Equipment
Equipped creature has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Codespell Cleric
( 1)
Creature — Human Cleric
(1/1)
Vigilance When Codespell Cleric enters the battlefield, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
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Cogwork Assembler
( 3)
Artifact Creature — Assembly-Worker
(2/3)
: Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step.
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Cogwork Wrestler
( 1)
Artifact Creature — Gnome
(1/2)
Flash When Cogwork Wrestler enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
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Cogworker's Puzzleknot
( 2)
Artifact
When Cogworker's Puzzleknot enters the battlefield, create a 1/1 colorless Servo artifact creature token. , Sacrifice Cogworker's Puzzleknot: Create a 1/1 colorless Servo artifact creature token.
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Coiling Oracle
( 2)
Creature — Snake Elf Druid
(1/1)
When Coiling Oracle enters the battlefield, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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Collected Company
( 4)
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
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Collected Conjuring
( 4)
Sorcery
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.
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Collective Brutality
( 2)
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Collective Defiance
( 3)
Sorcery
Escalate (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
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Collective Effort
( 3)
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.
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Collective Nightmare
( 3)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Target creature gets -3/-3 until end of turn.
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Collective Restraint
( 4)
Enchantment
Domain — Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
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Collective Voyage
( 1)
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
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Collector Ouphe
( 2)
Creature — Ouphe
(2/2)
Activated abilities of artifacts can't be activated.
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Collector Protector
( 5)
Creature — Human Gamer
(2/5)
, Give an opponent a nonland card you own from outside the game: Prevent the next 1 damage that would be dealt to you or Collector Protector this turn.
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Collector's Cage
( 2)
Artifact
Hideaway 5 (When this artifact enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) , : Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.
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Colossal Rattlewurm
( 4)
Creature — Wurm
(6/5)
Colossal Rattlewurm has flash as long as you control a Desert. Trample , Exile Colossal Rattlewurm from your graveyard: Search your library for a Desert card, put it onto the battlefield tapped, then shuffle.
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Colossal Whale
( 7)
Creature — Whale
(5/5)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Colossal Whale attacks, you may exile target creature defending player controls until Colossal Whale leaves the battlefield. (That creature returns under its owner's control.)
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Combat Celebrant
( 3)
Creature — Human Warrior
(4/1)
If Combat Celebrant hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
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Combustible Gearhulk
( 6)
Artifact Creature — Construct
(6/6)
First strike When Combustible Gearhulk enters the battlefield, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then Combustible Gearhulk deals damage to that player equal to the total mana value of those cards.
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Compelled Duel
( 2)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
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Complaints Clerk
( 4)
Creature — Sloth Beast Employee
(3/3)
When Complaints Clerk enters the battlefield, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) Whenever you roll a 1, create a 1/1 white Clown Robot artifact creature token.
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Compleat Devotion
( 2)
Instant
Target creature you control gets +2/+2 until end of turn. If that creature has toxic, draw a card.
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Compleated Conjurer
( 0)
Creature — Phyrexian Weird
(3/3)
When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
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Complete Disregard
( 3)
Instant
Devoid (This card has no color.) Exile target creature with power 3 or less.
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Complete the Circuit
( 6)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) You may cast sorcery spells this turn as though they had flash. When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
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Complex Automaton
( 4)
Artifact Creature — Golem
(4/4)
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.
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Component Collector
( 3)
Creature — Homunculus
(1/4)
If it's neither day nor night, it becomes day as Component Collector enters the battlefield. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
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Concealed Courtyard
( 0)
Land
Concealed Courtyard enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Concealed Weapon
( 2)
Artifact — Equipment
Equipped creature gets +3/+0. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When Concealed Weapon is turned face up, attach it to target creature you control. Equip
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Conclave Sledge-Captain
( 6)
Creature — Elephant Soldier
(4/4)
Backup 1, backup 1, backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn. Each backup ability triggers separately.) Trample Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
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Conclave's Blessing
( 4)
Enchantment — Aura
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Enchant creature Enchanted creature gets +0/+2 for each other creature you control.
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Confounding Riddle
( 3)
Instant
Choose one — • Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. • Counter target spell unless its controller pays .
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Conjurer's Bauble
( 1)
Artifact
, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.
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Conjurer's Mantle
( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip
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Conqueror's Galleon
( 4)
Artifact — Vehicle
(2/10)
When Conqueror's Galleon attacks, exile it at end of combat, then return it to the battlefield transformed under your control. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
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Conqueror's Pledge
( 5)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
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Conspiracy Unraveler
( 7)
Creature — Sphinx Detective
(6/6)
Flying You may collect evidence 10 rather than pay the mana cost for spells that you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
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Constable of the Realm
( 5)
Creature — Giant Soldier
(3/3)
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever one or more +1/+1 counters are put on Constable of the Realm, exile up to one other target nonland permanent until Constable of the Realm leaves the battlefield.
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Consuming Sinkhole
( 4)
Instant
Devoid (This card has no color.) Choose one — • Exile target land creature. • Consuming Sinkhole deals 4 damage to target player or planeswalker.
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Controlled Instincts
( 1)
Enchantment — Aura
Enchant red or green creature Enchanted creature doesn't untap during its controller's untap step.
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Convalescence
( 2)
Enchantment
At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
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Convalescent Care
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
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Convicted Killer
( 3)
Creature — Human Werewolf
(2/2)
At the beginning of each upkeep, if no spells were cast last turn, transform Convicted Killer.
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Copper Longlegs
( 2)
Creature — Phyrexian Spider
(1/3)
Reach , Sacrifice Copper Longlegs: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Copper Tablet
( 2)
Artifact
At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.
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Copper-Leaf Angel
( 5)
Artifact Creature — Angel
(2/2)
Flying , Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
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Coralhelm Chronicler
( 3)
Creature — Merfolk Wizard
(2/2)
Whenever you cast a kicked spell, draw a card, then discard a card. When Coralhelm Chronicler enters the battlefield, look at the top five cards of your library. You may reveal a card with a kicker ability 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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Core Prowler
( 4)
Artifact Creature — Phyrexian Horror
(2/2)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) When Core Prowler dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Corpse Cobble
( 2)
Instant
As an additional cost to cast this spell, sacrifice any number of creatures. Create an X/X blue and black Zombie creature token with menace, where X is the total power of the sacrificed creatures. Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
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Corpse Hauler
( 2)
Creature — Human Rogue
(2/1)
, Sacrifice Corpse Hauler: Return another target creature card from your graveyard to your hand.
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Corpulent Corpse
( 6)
Creature — Zombie
(3/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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Corrosive Gale
( 1)
Sorcery
( can be paid with either or 2 life.) Corrosive Gale deals X damage to each creature with flying.
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Countless Gears Renegade
( 2)
Creature — Dwarf Artificer
(2/2)
Revolt — When Countless Gears Renegade enters the battlefield, if a permanent you controlled left the battlefield this turn, create a 1/1 colorless Servo artifact creature token.
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Court Cleric
( 1)
Creature — Human Cleric
(1/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Court Cleric gets +1/+1 as long as you control an Ajani planeswalker.
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Court of Ardenvale
( 4)
Enchantment
When Court of Ardenvale enters the battlefield, you become the monarch. At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
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Covetous Elegy
( 6)
Sorcery
Each player chooses up to two creatures they control, then sacrifices the rest. Then you create a tapped Treasure token for each creature your opponents control.
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Coward // Killer (Coward)
( 2)
Sorcery
Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel.
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Crabapple Cohort
( 5)
Creature — Treefolk Warrior
(4/4)
Crabapple Cohort gets +1/+1 as long as you control another green creature.
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Cradle Clearcutter
( 6)
Artifact Creature — Golem
(3/6)
: Add an amount of equal to Cradle Clearcutter's power. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 1/3
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Cradle Guard
( 3)
Creature — Treefolk
(4/4)
Trample Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Cradle of Safety
( 2)
Enchantment — Aura
Flash Enchant creature you control When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
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Cradle of Vitality
( 4)
Enchantment
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature for each 1 life you gained.
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Cradle to Grave
( 2)
Instant
Destroy target nonblack creature that entered the battlefield this turn.
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Crash of Rhino Beetles
( 5)
Creature — Insect
(5/5)
Trample Crash of Rhino Beetles gets +10/+10 as long as you control ten or more lands.
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Crested Herdcaller
( 5)
Creature — Dinosaur
(3/3)
Trample When Crested Herdcaller enters the battlefield, create a 3/3 green Dinosaur creature token with trample.
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Crimson Fleet Commodore
( 4)
Creature — Ogre Pirate
(5/2)
Trample When Crimson Fleet Commodore enters the battlefield, you become the monarch.
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Crocodile of the Crossing
( 4)
Creature — Crocodile
(5/4)
Haste When Crocodile of the Crossing enters the battlefield, put a -1/-1 counter on target creature you control.
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Crossroads Candleguide
( 4)
Artifact Creature — Scarecrow
(3/4)
When Crossroads Candleguide enters the battlefield, exile up to one target card from a graveyard. : Add one mana of any color.
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Crossway Troublemakers
( 6)
Creature — Vampire
(5/5)
Attacking Vampires you control have deathtouch and lifelink. Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
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