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Farideh, Devil's Chosen
( 4)
Legendary Creature — Tiefling Warlock
(3/3)
Dark One's Own Luck — Whenever you roll one or more dice, Farideh, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
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Farideh's Fireball
( 5)
Instant
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20. 1–9 | Farideh's Fireball deals 2 damage to each player. 10–20 | Farideh's Fireball deals 2 damage to each opponent.
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Farmstead
( 3)
Enchantment — Aura
Enchant land Enchanted land has "At the beginning of your upkeep, you may pay . If you do, you gain 1 life."
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Farmstead Gleaner
( 3)
Artifact Creature — Scarecrow
(2/2)
Farmstead Gleaner doesn't untap during your untap step. , : Put a +1/+1 counter on Farmstead Gleaner. ( is the untap symbol.)
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Farrel's Mantle
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
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Farrel's Zealot
( 3)
Creature — Human
(2/2)
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
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Farseek
( 2)
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
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Farsight Adept
( 3)
Creature — Kor Wizard
(3/3)
When Farsight Adept enters, you and target opponent each draw a card.
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Farsight Mask
( 5)
Artifact
Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card.
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Farsight Ritual
( 4)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
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Fascination
( 2)
Sorcery
Choose one — • Each player draws X cards. • Each player mills X cards.
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Fastbond
( 1)
Enchantment
You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, Fastbond deals 1 damage to you.
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Fasting
( 1)
Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it. If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life. When you draw a card, destroy Fasting.
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Fat Ass
( 5)
Creature — Donkey Shaman
(2/3{1/2})
Fat Ass gets +2/+2 and has trample as long as you're eating. (Gum isn't food. We checked.)
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Fatal Attraction
( 3)
Enchantment — Aura
Enchant creature When Fatal Attraction enters, it deals 2 damage to enchanted creature. At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature.
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Fatal Blow
( 1)
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
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Fatal Frenzy
( 3)
Instant
Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at the beginning of the next end step.
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Fatal Fumes
( 4)
Instant
Target creature gets -4/-2 until end of turn.
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Fatal Grudge
( 2)
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent. Each opponent chooses a permanent they control that shares a card type with the sacrificed permanent and sacrifices it. Draw a card.
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Fatal Lore
( 4)
Sorcery
An opponent chooses one — • You draw three cards. • You destroy up to two target creatures that player controls. They can't be regenerated. That player draws up to three cards.
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Fatal Mutation
( 1)
Enchantment — Aura
Enchant creature When enchanted creature is turned face up, destroy it. It can't be regenerated.
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Fatal Push
( 1)
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent you controlled left the battlefield this turn.
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Fate Foretold
( 2)
Enchantment — Aura
Enchant creature When Fate Foretold enters, draw a card. When enchanted creature dies, its controller draws a card.
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Fate Transfer
( 2)
Instant
Move all counters from target creature onto another target creature.
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Fate Unraveler
( 4)
Enchantment Creature — Hag
(3/4)
Whenever an opponent draws a card, Fate Unraveler deals 1 damage to that player.
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Fated Conflagration
( 4)
Instant
Fated Conflagration deals 5 damage to target creature or planeswalker. If it's your turn, scry 2.
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Fated Infatuation
( 3)
Instant
Create a token that's a copy of target creature you control. If it's your turn, scry 2.
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Fated Intervention
( 5)
Instant
Create two 3/3 green Centaur enchantment creature tokens. If it's your turn, scry 2.
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Fated Retribution
( 7)
Instant
Destroy all creatures and planeswalkers. If it's your turn, scry 2.
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Fated Return
( 7)
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
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Fateful Absence
( 2)
Instant
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Fateful End
( 3)
Instant
Fateful End deals 3 damage to any target. Scry 1.
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Fateful Handoff
( 4)
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
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Fateful Showdown
( 4)
Instant
Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
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Fates' Reversal
( 2)
Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
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Fatespinner
( 3)
Creature — Human Wizard
(1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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Fatestitcher
( 4)
Creature — Zombie Wizard
(1/2)
: You may tap or untap another target permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Fathom Feeder
( 2)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Deathtouch Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) : Draw a card. Each opponent exiles the top card of their library.
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Fathom Fleet Boarder
( 3)
Creature — Orc Pirate
(3/3)
When Fathom Fleet Boarder enters, you lose 2 life unless you control another Pirate.
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Fathom Fleet Captain
( 2)
Creature — Human Pirate
(2/1)
Menace Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.
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Fathom Fleet Cutthroat
( 4)
Creature — Human Pirate
(3/3)
When Fathom Fleet Cutthroat enters, destroy target creature an opponent controls that was dealt damage this turn.
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Fathom Fleet Firebrand
( 2)
Creature — Human Pirate
(2/2)
: Fathom Fleet Firebrand gets +1/+0 until end of turn.
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Fathom Mage
( 4)
Creature — Human Wizard
(1/1)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is put on Fathom Mage, you may draw a card.
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Fathom Seer
( 2)
Creature — Illusion
(1/3)
Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Fathom Seer is turned face up, draw two cards.
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Fathom Trawl
( 5)
Sorcery
Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.
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Fatigue
( 2)
Sorcery
Target player skips their next draw step.
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Fault Line
( 2)
Instant
Fault Line deals X damage to each creature without flying and each player.
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Fault Riders
( 3)
Creature — Human Soldier
(2/2)
Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
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Faultgrinder
( 7)
Creature — Elemental
(4/4)
Trample When Faultgrinder enters, destroy target land. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Fauna Shaman
( 2)
Creature — Elf Shaman
(2/2)
, , Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
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Faunsbane Troll
( 4)
Creature — Troll
(4/4)
When Faunsbane Troll enters, create a Monster Role token attached to it. (Enchanted creature gets +1/+1 and has trample.) , Sacrifice an Aura attached to Faunsbane Troll: Faunsbane Troll fights target creature you don't control. If that creature would die this turn, exile it instead. Activate only as a sorcery.
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Favor of Jukai
( 4)
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +3/+3 and has reach. Channel — , Discard Favor of Jukai: Target creature gets +3/+3 and gains reach until end of turn.
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Favor of the Mighty
( 2)
Kindred Enchantment — Giant
Each creature with the highest mana value has protection from each color.
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Favor of the Overbeing
( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying.
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Favor of the Woods
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
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Favorable Destiny
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)
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Favorable Winds
( 2)
Enchantment
Creatures you control with flying get +1/+1.
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Favored Enemy
( 1)
Enchantment
As Favored Enemy enters the battlefield, note the most prevalent creature type in an opponent's library. When Favored Enemy enters the battlefield, target creature you control fights up to one target creature you don't control. Whenever a creature an opponent controls of the noted type dies, put a +1/+1 counter on target creature you control.
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Favored Hoplite
( 1)
Creature — Human Soldier
(1/2)
Heroic — Whenever you cast a spell that targets Favored Hoplite, put a +1/+1 counter on Favored Hoplite and prevent all damage that would be dealt to it this turn.
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Favored of Iroas
( 3)
Creature — Human Soldier
(2/2)
Constellation — Whenever an enchantment you control enters, Favored of Iroas gains double strike until end of turn.
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Fblthp, Lost on the Range
( 3)
Legendary Creature — Homunculus
(1/1)
Ward You may look at the top card of your library any time. The top card of your library has plot. The plot cost is equal to its mana cost. You may plot nonland cards from the top of your library.
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Fblthp, the Lost
( 2)
Legendary Creature — Homunculus
(1/1)
When Fblthp, the Lost enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
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Fealty to the Realm
( 5)
Enchantment — Aura
Enchant creature When Fealty to the Realm enters, you become the monarch. The monarch controls enchanted creature. Enchanted creature attacks each combat if able and can't attack you.
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Fear
( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fear of Abduction
( 6)
Enchantment Creature — Nightmare
(5/5)
As an additional cost to cast this spell, exile a creature you control. Flying When Fear of Abduction enters, exile target creature an opponent controls. When Fear of Abduction leaves the battlefield, put each card exiled with it into its owner's hand.
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Fear of Being Hunted
( 3)
Enchantment Creature — Nightmare
(4/2)
Haste Fear of Being Hunted must be blocked if able.
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Fear of Burning Alive
( 6)
Enchantment Creature — Nightmare
(4/4)
When Fear of Burning Alive enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, Fear of Burning Alive deals that amount of damage to target creature that player controls.
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Fear of Death
( 2)
Enchantment — Aura
Enchant creature When Fear of Death enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
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Fear of Exposure
( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Failed Tests
( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever Fear of Failed Tests deals combat damage to a player, draw that many cards.
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Fear of Falling
( 5)
Enchantment Creature — Nightmare
(4/4)
Flying Whenever Fear of Falling attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
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Fear of Immobility
( 5)
Enchantment Creature — Nightmare
(4/4)
When Fear of Immobility enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Fear of Impostors
( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When Fear of Impostors enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Infinity
( 3)
Enchantment Creature — Nightmare
(2/2)
Flying, lifelink Fear of Infinity can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return Fear of Infinity from your graveyard to your hand.
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Fear of Isolation
( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Fear of Lost Teeth
( 1)
Enchantment Creature — Nightmare
(1/1)
When Fear of Lost Teeth dies, it deals 1 damage to any target and you gain 1 life.
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Fear of Missing Out
( 2)
Enchantment Creature — Nightmare
(2/3)
When Fear of Missing Out enters, discard a card, then draw a card. Delirium — Whenever Fear of Missing Out attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
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Fear of Sleep Paralysis
( 6)
Enchantment Creature — Nightmare
(6/6)
Flying Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
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Fear of Surveillance
( 2)
Enchantment Creature — Nightmare
(2/2)
Vigilance Whenever Fear of Surveillance attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Fear of the Dark
( 5)
Enchantment Creature — Nightmare
(5/5)
Whenever Fear of the Dark attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Fear, Fire, Foes!
( 1)
Sorcery
Damage can't be prevented this turn. Fear, Fire, Foes deals X damage to target creature and 1 damage to each other creature with the same controller.
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Fearful Villager
( 3)
Creature — Human Werewolf
(2/3)
Menace (This creature can't be blocked except by two or more creatures.) Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Fearless Fledgling
( 2)
Creature — Griffin
(1/1)
Landfall — Whenever a land you control enters, put a +1/+1 counter on Fearless Fledgling. It gains flying until end of turn.
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Fearless Liberator
( 2)
Creature — Dwarf Berserker
(2/1)
Boast — : Create a 2/1 red Dwarf Berserker creature token. (Activate only if this creature attacked this turn and only once each turn.)
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Fearless Pup
( 1)
Creature — Wolf
(1/1)
First strike Boast — : Fearless Pup gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Fearless Skald
( 5)
Creature — Dwarf Berserker
(3/2)
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
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Fearsome Awakening
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
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Fearsome Temper
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has ": Target creature can't block this creature this turn."
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Fearsome Werewolf
( 0)
Creature — Werewolf
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Fearsome Whelp
( 2)
Creature — — Dragon
(1/1)
Flying At the beginning of your end step, each Dragon card in your hand perpetually gains "This spell costs less to cast."
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Feast of Blood
( 2)
Sorcery
Cast this spell only if you control two or more Vampires. Destroy target creature. You gain 4 life.
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Feast of Dreams
( 2)
Instant
Destroy target enchanted creature or enchantment creature.
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Feast of Flesh
( 1)
Sorcery
Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards.
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