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Always Watching
( 3)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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Ambush Paratrooper
( 2)
Creature — Human Soldier
(1/2)
Flash Flying : Creatures you control get +1/+1 until end of turn.
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Ampryn Tactician
( 4)
Creature — Human Soldier
(3/3)
When Ampryn Tactician enters, creatures you control get +1/+1 until end of turn.
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Anax and Cymede
( 3)
Legendary Creature — Human Soldier
(3/2)
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
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Angel of Invention
( 5)
Creature — Angel
(2/1)
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
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Angel of Jubilation
( 4)
Creature — Angel
(3/3)
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
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Angel of the Dawn
( 5)
Creature — Angel
(3/3)
Flying When Angel of the Dawn enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Angelic Voices
( 4)
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to any target. Transform Arlinn, Embraced by the Moon. −6: You get an emblem with "Creatures you control have haste and ‘: This creature deals damage equal to its power to any target.'"
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Ashenmoor Liege
( 4)
Creature — Elemental Knight
(4/1)
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.
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Atarka's Command
( 2)
Instant
Choose two — • Your opponents can't gain life this turn. • Atarka's Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn.
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Balefire Liege
( 5)
Creature — Spirit Horror
(2/4)
Other red creatures you control get +1/+1. Other white creatures you control get +1/+1. Whenever you cast a red spell, Balefire Liege deals 3 damage to target player or planeswalker. Whenever you cast a white spell, you gain 3 life.
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Baru, Fist of Krosa
( 5)
Legendary Creature — Human Druid
(4/4)
Whenever a Forest enters, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur — Discard another card named Baru, Fist of Krosa: Create an X/X green Wurm creature token, where X is the number of lands you control.
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Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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Battle Frenzy
( 3)
Instant
Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn.
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Behind the Scenes
( 3)
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.) : Creatures you control get +1/+1 until end of turn.
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Benalish Marshal
( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Beregond of the Guard
( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever Beregond of the Guard or another Human you control enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Blossoming Tortoise
( 4)
Creature — Turtle
(3/3)
Whenever Blossoming Tortoise enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped. Activated abilities of lands you control cost less to activate. Land creatures you control get +1/+1.
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Boartusk Liege
( 4)
Creature — Goblin Knight
(3/4)
Trample Other red creatures you control get +1/+1. Other green creatures you control get +1/+1.
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Boon of the Spirit Realm
( 5)
Enchantment
Constellation — Whenever Boon of the Spirit Realm or another enchantment you control enters, put a blessing counter on Boon of the Spirit Realm. Creatures you control get +1/+1 for each blessing counter on Boon of the Spirit Realm.
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Break of Day
( 2)
Instant
Creatures you control get +1/+1 until end of turn. Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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Oakhame Ranger (Bring Back)
( 4)
Sorcery — Adventure
Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
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Brotherhood Scribe
( 2)
Creature — Human Artificer
(1/3)
Metalcraft — : You get (an energy counter). Activate only if you control three or more artifacts. Whenever you get one or more during your turn, creatures you control get +1/+1 until end of turn.
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Cabaretti Charm
( 3)
Instant
Choose one — • Cabaretti Charm deals damage equal to the number of creatures you control to target creature or planeswalker. • Creatures you control get +1/+1 and gain trample until end of turn. • Create two 1/1 green and white Citizen creature tokens.
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Call for Unity
( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity. Creatures you control get +1/+1 for each unity counter on Call for Unity.
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Call to Glory
( 2)
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
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Camaraderie
( 6)
Sorcery
You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.
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Canyon Jerboa
( 3)
Creature — Mouse
(1/2)
Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.
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Captain of the Watch
( 6)
Creature — Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters, create three 1/1 white Soldier creature tokens.
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Captivating Vampire
( 3)
Creature — Vampire
(2/2)
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
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Cemetery Reaper
( 3)
Creature — Zombie
(2/2)
Other Zombie creatures you control get +1/+1. , : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
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Centaur Chieftain
( 4)
Creature — Centaur
(3/3)
Haste Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters, creatures you control get +1/+1 and gain trample until end of turn."
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Charge
( 1)
Instant
Creatures you control get +1/+1 until end of turn.
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Charge Across the Araba
( 5)
Instant — Arcane
Sweep — Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.
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Charismatic Vanguard
( 3)
Creature — Dwarf Soldier
(3/2)
: Creatures you control get +1/+1 until end of turn.
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Chief of the Foundry
( 3)
Artifact Creature — Construct
(2/3)
Other artifact creatures you control get +1/+1.
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Civic Stalwart
( 4)
Creature — Elephant Soldier
(3/3)
When Civic Stalwart enters, creatures you control get +1/+1 until end of turn.
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Cliffside Lookout
( 1)
Creature — Kor Scout Ally
(1/1)
: Creatures you control get +1/+1 until end of turn.
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Commander's Insignia
( 4)
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
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Consul's Lieutenant
( 2)
Creature — Human Soldier
(2/1)
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever Consul's Lieutenant attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
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Coralhelm Commander
( 2)
Creature — Merfolk Soldier
(2/2)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
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Cosmium Kiln
( 0)
Artifact
When Cosmium Kiln enters, create two 1/1 colorless Gnome artifact creature tokens. Creatures you control get +1/+1.
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Creakwood Liege
( 4)
Creature — Horror
(2/2)
Other black creatures you control get +1/+1. Other green creatures you control get +1/+1. At the beginning of your upkeep, you may create a 1/1 black and green Worm creature token.
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Dauntless Veteran
( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
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Dawnfeather Eagle
( 5)
Creature — Bird
(3/3)
Flying When Dawnfeather Eagle enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Dawnwing Marshal
( 2)
Creature — Cat Soldier
(2/2)
Flying : Creatures you control get +1/+1 until end of turn.
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Deathbringer Liege
( 5)
Creature — Horror
(3/4)
Other white creatures you control get +1/+1. Other black creatures you control get +1/+1. Whenever you cast a white spell, you may tap target creature. Whenever you cast a black spell, you may destroy target creature if it's tapped.
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Defend the Campus
( 4)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Destroy target creature with power 4 or greater.
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Devoted Paladin
( 5)
Creature — Orc Knight
(4/4)
Beacon of Hope — When Devoted Paladin enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Diregraf Captain
( 3)
Creature — Zombie Soldier
(2/2)
Deathtouch Other Zombie creatures you control get +1/+1. Whenever another Zombie you control dies, target opponent loses 1 life.
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Domri, City Smasher
( 6)
Legendary Planeswalker — Domri
(4)
+2: Creatures you control get +1/+1 and gain haste until end of turn. −3: Domri, City Smasher deals 3 damage to any target. −8: Put three +1/+1 counters on each creature you control. Those creatures gain trample until end of turn.
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Drogskol Captain
( 3)
Creature — Spirit Soldier
(2/2)
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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Dwynen, Gilt-Leaf Daen
( 4)
Legendary Creature — Elf Warrior
(3/4)
Reach (This creature can block creatures with flying.) Other Elf creatures you control get +1/+1. Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
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Earth-Origin Yak
( 4)
Creature — Ox
(2/4)
When Earth-Origin Yak enters, creatures you control get +1/+1 until end of turn.
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Eldrazi Monument
( 5)
Artifact
Creatures you control get +1/+1 and have flying and indestructible. At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.
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Elvish Archdruid
( 3)
Creature — Elf Druid
(2/2)
Other Elf creatures you control get +1/+1. : Add for each Elf you control.
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Ethereal Absolution
( 6)
Enchantment
Creatures you control get +1/+1. Creatures your opponents control get -1/-1. : Exile target card from an opponent's graveyard. If it was a creature card, you create a 1/1 white and black Spirit creature token with flying.
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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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Familiar Beeble Mascot
( 0)
Stickers
2 — Whenever this creature attacks, untap target permanent. 4 — Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn. 2 — 2/3 3 — 5/3
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Family Reunion
( 2)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
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Flame-Kin Zealot
( 4)
Creature — Elemental Berserker
(2/2)
When Flame-Kin Zealot enters, creatures you control get +1/+1 and gain haste until end of turn.
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Flowering of the White Tree
( 2)
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward . Nonlegendary creatures you control get +1/+1.
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Force of Virtue
( 4)
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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Gideon, Ally of Zendikar
( 4)
Legendary Planeswalker — Gideon
(4)
+1: Until end of turn, Gideon, Ally of Zendikar becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. 0: Create a 2/2 white Knight Ally creature token. −4: You get an emblem with "Creatures you control get +1/+1."
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Gideon's Resolve
( 5)
Enchantment
When Gideon's Resolve enters, you may search your library and/or graveyard for a card named Gideon, Martial Paragon, reveal it, and put it into your hand. If you search your library this way, shuffle. Creatures you control get +1/+1.
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Glen Elendra Liege
( 4)
Creature — Faerie Knight
(2/3)
Flying Other blue creatures you control get +1/+1. Other black creatures you control get +1/+1.
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Glorious Charge
( 2)
Instant
Creatures you control get +1/+1 until end of turn.
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Glorious Sunrise
( 5)
Enchantment
At the beginning of combat on your turn, choose one — • Creatures you control get +1/+1 and gain trample until end of turn. • Target land gains ": Add " until end of turn. • Draw a card if you control a creature with power 3 or greater. • You gain 3 life.
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Goblin Chieftain
( 3)
Creature — Goblin
(2/2)
Haste (This creature can attack and as soon as it comes under your control.) Other Goblin creatures you control get +1/+1 and have haste.
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Goblin General
( 3)
Creature — Goblin Warrior
(1/1)
Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn.
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Goblin War Party
( 4)
Sorcery
Choose one — • Create three 1/1 red Goblin creature tokens. • Creatures you control get +1/+1 and gain haste until end of turn. Entwine (Choose both if you pay the entwine cost.)
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Goldnight Commander
( 4)
Creature — Human Cleric Soldier
(2/2)
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
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Grand Architect
( 3)
Creature — Vedalken Artificer
(1/3)
Other blue creatures you control get +1/+1. : Target artifact creature becomes blue until end of turn. Tap an untapped blue creature you control: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.
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Greatbow Doyen
( 5)
Creature — Elf Archer
(2/4)
Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller.
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Harbin, Vanguard Aviator
( 2)
Legendary Creature — Human Soldier
(3/2)
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
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Heavenly Blademaster
( 6)
Creature — Angel
(3/6)
Flying, double strike When Heavenly Blademaster enters, you may attach any number of Auras and Equipment you control to it. Other creatures you control get +1/+1 for each Aura and Equipment attached to Heavenly Blademaster.
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Heroic Reinforcements
( 4)
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)
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In Oketra's Name
( 2)
Instant
Zombies you control get +2/+1 until end of turn. Other creatures you control get +1/+1 until end of turn.
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In the Trenches
( 3)
Enchantment
Creatures you control get +1/+1. : Exile target nonland permanent you don't control until In the Trenches leaves the battlefield. Activate only as a sorcery and only once.
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Incandescent Soulstoke
( 3)
Creature — Elemental Shaman
(2/2)
Other Elemental creatures you control get +1/+1. , : You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
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Incisor Glider
( 2)
Artifact Creature — Phyrexian Construct
(1/3)
Flying Corrupted — Whenever Incisor Glider attacks, if an opponent has three or more poison counters, creatures you control get +1/+1 until end of turn.
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Inspiring Captain
( 4)
Creature — Human Knight
(3/3)
When Inspiring Captain enters, creatures you control get +1/+1 until end of turn.
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Inspiring Unicorn
( 4)
Creature — Unicorn
(2/2)
Whenever Inspiring Unicorn attacks, creatures you control get +1/+1 until end of turn.
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Intrepid Adversary
( 2)
Creature — Human Scout
(3/1)
Lifelink When Intrepid Adversary enters, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary. Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
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It That Heralds the End
( 2)
Creature — Eldrazi Drone
(2/2)
Colorless spells you cast with mana value 7 or greater cost less to cast. Other colorless creatures you control get +1/+1.
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Jeskai Ascendancy
( 3)
Enchantment
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures. Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
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Jeskai Charm
( 3)
Instant
Choose one — • Put target creature on top of its owner's library. • Jeskai Charm deals 4 damage to target opponent or planeswalker. • Creatures you control get +1/+1 and gain lifelink until end of turn.
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