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Encroach
( 1)
Sorcery
Target player reveals their hand. You choose a nonbasic land card from it. That player discards that card.
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End Hostilities
( 5)
Sorcery
Destroy all creatures and all permanents attached to creatures.
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End the Festivities
( 1)
Sorcery
End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.
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Endemic Plague
( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.
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Endless Obedience
( 6)
Sorcery
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.) Put target creature card from a graveyard onto the battlefield under your control.
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Endless Swarm
( 8)
Sorcery
Create a 1/1 green Snake creature token for each card in your hand. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
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Enduring Ideal
( 7)
Sorcery
Search your library for an enchantment card, put it onto the battlefield, then shuffle. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
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Energy Bolt
( 2)
Sorcery
Choose one — • Energy Bolt deals X damage to target player or planeswalker. • Target player gains X life.
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Energy Tap
( 1)
Sorcery
Tap target untapped creature you control. If you do, add an amount of equal to that creature's mana value.
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Engineered Might
( 5)
Sorcery
Choose one — • Target creature gets +5/+5 and gains trample until end of turn. • Creatures you control get +2/+2 and gain vigilance until end of turn.
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Enlarge
( 5)
Sorcery
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
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Enshrined Memories
( 1)
Sorcery
Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Ensnared by the Mara
( 4)
Sorcery
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
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Enter the Dungeon
( 2)
Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
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Enter the Enigma
( 1)
Sorcery
Target creature can't be blocked this turn. Draw a card.
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Enter the God-Eternals
( 5)
Sorcery
Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Enter the Unknown
( 1)
Sorcery
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) You may play an additional land this turn.
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Breaking // Entering (Entering)
( 6)
Sorcery
Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Gray Slaad (Entropic Decay)
( 2)
Sorcery — Adventure
Mill four cards. (Then exile this card. You may cast the creature later from exile.)
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Beluna's Gatekeeper (Entry Denied)
( 2)
Sorcery — Adventure
Return target creature you don't control with mana value 3 or less to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
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Ent's Fury
( 2)
Sorcery
Put a +1/+1 counter on target creature you control if its power is 4 or greater. Then that creature gets +1/+1 until end of turn and fights target creature you don't control.
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Environmental Sciences
( 2)
Sorcery — Lesson
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
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Epic Confrontation
( 2)
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
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Epic Downfall
( 2)
Sorcery
Exile target creature with mana value 3 or greater.
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Epic Experiment
( 2)
Sorcery
Exile the top X cards of your library. You may cast instant and sorcery spells with mana value X or less from among them without paying their mana costs. Then put all cards exiled this way that weren't cast into your graveyard.
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Epicenter
( 5)
Sorcery
Target player sacrifices a land of their choice. Threshold — Each player sacrifices all lands they control instead if seven or more cards are in your graveyard.
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Eradicate
( 4)
Sorcery
Exile target nonblack creature. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and exile them. Then that player shuffles.
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Eriette's Whisper
( 4)
Sorcery
Target opponent discards two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
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Erratic Explosion
( 3)
Sorcery
Choose any target. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's mana value to that permanent or player. Put the revealed cards on the bottom of your library in any order.
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Escape to the Wilds
( 5)
Sorcery
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.
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Essence Drain
( 5)
Sorcery
Essence Drain deals 3 damage to any target and you gain 3 life.
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Essence Feed
( 6)
Sorcery
Target player loses 3 life. You gain 3 life and create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this creature: Add ."
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Essence Filter
( 3)
Sorcery
Destroy all enchantments or all nonwhite enchantments.
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Essence Harvest
( 3)
Sorcery
Target player loses X life and you gain X life, where X is the greatest power among creatures you control.
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Essence Infusion
( 2)
Sorcery
Put two +1/+1 counters on target creature. It gains lifelink until end of turn.
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Essence Pulse
( 4)
Sorcery
You gain 2 life. Each creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
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Eternal Dominion
( 10)
Sorcery
Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card onto the battlefield under your control. Then that player shuffles. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
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Eternal Flame
( 4)
Sorcery
Eternal Flame deals X damage to target opponent or planeswalker and half X damage, rounded up, to you, where X is the number of Mountains you control.
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Eternal Isolation
( 2)
Sorcery
Put target creature with power 4 or greater on the bottom of its owner's library.
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Eunuchs' Intrigues
( 3)
Sorcery
Target opponent chooses a creature they control. Other creatures they control can't block this turn.
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Eureka
( 4)
Sorcery
Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
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Evaporate
( 3)
Sorcery
Evaporate deals 1 damage to each white and/or blue creature.
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Ever After
( 6)
Sorcery
Return up to two target creature cards from your graveyard to the battlefield. Each of those creatures is a black Zombie in addition to its other colors and types. Put Ever After on the bottom of its owner's library.
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Everything Comes to Dust
( 10)
Sorcery
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.) Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.
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Evincar's Justice
( 4)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Evincar's Justice deals 2 damage to each creature and each player.
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Excavation Explosion
( 3)
Sorcery
Excavation Explosion deals 3 damage to any target. Create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Excavation Technique
( 4)
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Destroy target nonland permanent. Its controller creates two Treasure tokens.
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Indulge // Excess (Excess)
( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Create a Treasure token for each creature you controlled that dealt combat damage to a player this turn.
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Excommunicate
( 3)
Sorcery
Put target creature on top of its owner's library.
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Excoriate
( 4)
Sorcery
Exile target tapped creature.
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Exert Influence
( 5)
Sorcery
Converge — Gain control of target creature if its power is less than or equal to the number of colors of mana spent to cast this spell.
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Exhaustion
( 3)
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
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Exhilarating Elocution
( 4)
Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
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Exhume
( 2)
Sorcery
Each player puts a creature card from their graveyard onto the battlefield.
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Exile into Darkness
( 5)
Sorcery
Target player sacrifices a creature with mana value 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.
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Exit Through the Grift Shop
( 3)
Sorcery
Yell "Who wants a souvenir?" and announce the name of a nonland card in your graveyard. Each player in an Un-game who can hear you may bid life. You start the bidding at 0. The high bidder loses life equal to the high bid. They copy the card and may cast the copy without paying its mana cost. If you didn't win the bid, you gain life equal to the high bid and create that many Treasure tokens.
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Exorcise
( 2)
Sorcery
Exile target artifact, enchantment, or creature with power 4 or greater.
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Exotic Disease
( 5)
Sorcery
Domain — Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.
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Expand the Sphere
( 4)
Sorcery
Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Expanded Anatomy
( 3)
Sorcery — Lesson
Put two +1/+1 counters on target creature. It gains vigilance until end of turn.
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Expel the Interlopers
( 5)
Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
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Experimental Overload
( 4)
Sorcery
Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.
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Exploding Borders
( 4)
Sorcery
Domain — Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Exploding Borders deals X damage to target player or planeswalker, where X is the number of basic land types among lands you control.
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Explore
( 2)
Sorcery
You may play an additional land this turn. Draw a card.
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Explore the Underdark
( 5)
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.
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Explore the Vastlands
( 3)
Sorcery
Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.
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Explosion of Riches
( 6)
Sorcery
Draw a card, then each other player may draw a card. Whenever a card is drawn this way, Explosion of Riches deals 5 damage to target opponent chosen at random from among your opponents.
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Amethyst Dragon (Explosive Crystal)
( 5)
Sorcery — Adventure
Explosive Crystal deals 4 damage divided as you choose among any number of targets. (Then exile this card. You may cast the creature later from exile.)
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Explosive Entry
( 2)
Sorcery
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
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Explosive Revelation
( 5)
Sorcery
Choose any target. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's mana value to that permanent or player. Put the nonland card into your hand and the rest on the bottom of your library in any order.
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Explosive Singularity
( 10)
Sorcery
As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs less to cast for each creature tapped this way. Explosive Singularity deals 10 damage to any target.
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Explosive Vegetation
( 4)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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Expressive Iteration
( 2)
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
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Expropriate
( 9)
Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
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Exquisite Firecraft
( 3)
Sorcery
Exquisite Firecraft deals 4 damage to any target. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, this spell can't be countered.
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Exsanguinate
( 2)
Sorcery
Each opponent loses X life. You gain life equal to the life lost this way.
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Exterminate!
( 3)
Sorcery
Replicate—Tap an untapped Dalek you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Destroy target creature. Its controller loses 3 life.
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Exterminatus
( 7)
Sorcery
Nonland permanents your opponents control lose indestructible until end of turn. Destroy all nonland permanents.
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Extinction
( 5)
Sorcery
Destroy all creatures of the creature type of your choice.
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Extinction Event
( 4)
Sorcery
Choose odd or even. Exile each creature with mana value of the chosen quality. (Zero is even.)
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Extortion
( 5)
Sorcery
Look at target player's hand and choose up to two cards from it. That player discards those cards.
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Extract
( 1)
Sorcery
Search target player's library for a card and exile it. Then that player shuffles.
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Extract a Confession
( 2)
Sorcery
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.) Each opponent sacrifices a creature of their choice. If evidence was collected, instead each opponent sacrifices a creature with the greatest power among creatures they control.
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Extract Brain
( 2)
Sorcery
Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost.
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Extract from Darkness
( 5)
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
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Extract the Truth
( 2)
Sorcery
Choose one — • Target opponent reveals their hand. You may choose a creature, enchantment, or planeswalker card from it. That player discards that card. • Target opponent sacrifices an enchantment of their choice.
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Eye of Nowhere
( 2)
Sorcery — Arcane
Return target permanent to its owner's hand.
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