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_____
( 2)
Creature — Shapeshifter
(1/1)
: This card's name becomes the card name of your choice. Activate anywhere, anytime.
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Abandon Hope
( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Look at target opponent's hand and choose X cards from it. That player discards those cards.
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Abandoned Outpost
( 0)
Land
Abandoned Outpost enters tapped. : Add . , Sacrifice Abandoned Outpost: Add one mana of any color.
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Abattoir Ghoul
( 4)
Creature — Zombie
(3/2)
First strike Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature's toughness.
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Abbey Matron
( 3)
Creature — Human Cleric
(1/3)
, : Abbey Matron gets +0/+3 until end of turn.
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Abduction
( 4)
Enchantment — Aura
Enchant creature When Abduction enters, untap enchanted creature. You control enchanted creature. When enchanted creature dies, return that card to the battlefield under its owner's control.
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Abeyance
( 2)
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card.
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Abhorrent Overlord
( 7)
Creature — Demon
(6/6)
Flying When Abhorrent Overlord enters, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.) At the beginning of your upkeep, sacrifice a creature.
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Abjure
( 1)
Instant
As an additional cost to cast this spell, sacrifice a blue permanent. Counter target spell.
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Abolish
( 3)
Instant
You may discard a Plains card rather than pay this spell's mana cost. Destroy target artifact or enchantment.
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Abomination
( 5)
Creature — Horror
(2/6)
Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
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Aboroth
( 6)
Creature — Elemental
(9/9)
Cumulative upkeep—Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
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Aboshan, Cephalid Emperor
( 6)
Legendary Creature — Octopus Noble
(3/3)
Tap an untapped Octopus you control: Tap target permanent. : Tap all creatures without flying.
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Aboshan's Desire
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Threshold — Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.)
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About Face
( 1)
Instant
Switch target creature's power and toughness until end of turn.
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Abrupt Decay
( 2)
Instant
This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.
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Absolute Grace
( 2)
Enchantment
All creatures have protection from black.
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Absolute Law
( 2)
Enchantment
All creatures have protection from red.
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Absolver Thrull
( 4)
Creature — Thrull Cleric
(2/3)
Haunt (When this creature dies, exile it haunting target creature.) When Absolver Thrull enters or the creature it haunts dies, destroy target enchantment.
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Absorb
( 3)
Instant
Counter target spell. You gain 3 life.
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Abu Ja'far
( 1)
Creature — Human
(0/1)
When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
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Abuna Acolyte
( 2)
Creature — Cat Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn. : Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Abuna's Chant
( 4)
Instant
Choose one — • You gain 5 life. • Prevent the next 5 damage that would be dealt to target creature this turn. Entwine (Choose both if you pay the entwine cost.)
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Abundance
( 4)
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
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Abundant Growth
( 1)
Enchantment — Aura
Enchant land When Abundant Growth enters, draw a card. Enchanted land has ": Add one mana of any color."
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Abyssal Gatekeeper
( 2)
Creature — Horror
(1/1)
When Abyssal Gatekeeper dies, each player sacrifices a creature of their choice.
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Abyssal Horror
( 6)
Creature — Horror
(2/2)
Flying When Abyssal Horror enters, target player discards two cards.
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Abyssal Hunter
( 4)
Creature — Human Assassin
(1/1)
, : Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.
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Abyssal Nightstalker
( 4)
Creature — Nightstalker
(2/2)
Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card.
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Abyssal Nocturnus
( 3)
Creature — Horror
(2/2)
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Abyssal Persecutor
( 4)
Creature — Demon
(6/6)
Flying, trample You can't win the game and your opponents can't lose the game.
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Abyssal Specter
( 4)
Creature — Specter
(2/3)
Flying Whenever Abyssal Specter deals damage to a player, that player discards a card.
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Academy Elite
( 4)
Creature — Human Wizard
(0/0)
Academy Elite enters with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards. , Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.
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Academy Raider
( 3)
Creature — Human Warrior
(1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.
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Academy Rector
( 4)
Creature — Human Cleric
(1/2)
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
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Academy Researchers
( 3)
Creature — Human Wizard
(2/2)
When Academy Researchers enters, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
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Accelerate
( 2)
Instant
Target creature gains haste until end of turn. Draw a card.
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Accelerated Mutation
( 5)
Instant
Target creature gets +X/+X until end of turn, where X is the highest mana value among permanents you control.
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Acceptable Losses
( 4)
Sorcery
As an additional cost to cast this spell, discard a card at random. Acceptable Losses deals 5 damage to target creature.
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Accorder Paladin
( 2)
Creature — Human Knight
(3/1)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
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Accorder's Shield
( 0)
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Accumulated Knowledge
( 2)
Instant
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
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Accursed Centaur
( 1)
Creature — Zombie Centaur
(2/2)
When Accursed Centaur enters, sacrifice a creature.
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Accursed Spirit
( 4)
Creature — Spirit
(3/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Acid Web Spider
( 5)
Creature — Spider
(3/5)
Reach When Acid Web Spider enters, you may destroy target Equipment.
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Acidic Dagger
( 4)
Artifact
, : Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves the battlefield this turn, sacrifice Acidic Dagger. Activate only before blockers are declared.
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Acidic Slime
( 5)
Creature — Ooze
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Acidic Slime enters, destroy target artifact, enchantment, or land.
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Acidic Sliver
( 2)
Creature — Sliver
(2/2)
All Slivers have ", Sacrifice this permanent: This permanent deals 2 damage to any target."
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Acidic Soil
( 3)
Sorcery
Acidic Soil deals damage to each player equal to the number of lands they control.
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Acolyte's Reward
( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn, where X is your devotion to white. If damage is prevented this way, Acolyte's Reward deals that much damage to any target. (Each in the mana costs of permanents you control counts toward your devotion to white.)
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Acorn Catapult
( 4)
Artifact
, : Acorn Catapult deals 1 damage to any target. That permanent's controller or that player creates a 1/1 green Squirrel creature token.
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Acorn Harvest
( 4)
Sorcery
Create two 1/1 green Squirrel creature tokens. Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Acquire
( 5)
Sorcery
Search target opponent's library for an artifact card and put that card onto the battlefield under your control. Then that player shuffles.
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Acridian
( 2)
Creature — Insect
(2/4)
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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Act of Aggression
( 5)
Instant
( can be paid with either or 2 life.) Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
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Act of Authority
( 3)
Enchantment
When Act of Authority enters, you may exile target artifact or enchantment. At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of Act of Authority.
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Act of Treason
( 3)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
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Active Volcano
( 1)
Instant
Choose one — • Destroy target blue permanent. • Return target Island to its owner's hand.
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Ad Nauseam
( 5)
Instant
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
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Adamaro, First to Desire
( 3)
Legendary Creature — Spirit
(*/*)
Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.
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Adaptive Automaton
( 3)
Artifact Creature — Construct
(2/2)
As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Other creatures you control of the chosen type get +1/+1.
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Adaptive Snapjaw
( 5)
Creature — Lizard Beast
(6/2)
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.)
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Adarkar Sentinel
( 5)
Artifact Creature — Soldier
(3/3)
: Adarkar Sentinel gets +0/+1 until end of turn.
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Adarkar Valkyrie
( 6)
Snow Creature — Angel
(4/5)
Flying, vigilance : When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
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Adarkar Windform
( 5)
Snow Creature — Illusion
(3/3)
Flying : Target creature loses flying until end of turn. ( can be paid with one mana from a snow source.)
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Adder-Staff Boggart
( 2)
Creature — Goblin Warrior
(2/1)
When Adder-Staff Boggart enters, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Addle
( 2)
Sorcery
Choose a color. Target player reveals their hand and you choose a card of that color from it. That player discards that card.
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Admonition Angel
( 6)
Creature — Angel
(6/6)
Flying Landfall — Whenever a land you control enters, you may exile target nonland permanent other than Admonition Angel. When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
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Advance Scout
( 2)
Creature — Human Soldier Scout
(1/1)
First strike : Target creature gains first strike until end of turn.
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Advanced Hoverguard
( 4)
Creature — Drone
(2/2)
Flying : Advanced Hoverguard gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Adventurers' Guildhouse
( 0)
Land
Green legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Adventuring Gear
( 1)
Artifact — Equipment
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Advice from the Fae
( 6)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.) Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
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Advocate of the Beast
( 3)
Creature — Elf Shaman
(2/3)
At the beginning of your end step, put a +1/+1 counter on target Beast creature you control.
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Aegis Angel
( 6)
Creature — Angel
(5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Aegis Angel enters, another target permanent gains indestructible for as long as you control Aegis Angel. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)
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Aegis of Honor
( 1)
Enchantment
: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
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Aegis of the Gods
( 2)
Enchantment Creature — Human Soldier
(2/1)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Aeolipile
( 2)
Artifact
, , Sacrifice Aeolipile: It deals 2 damage to any target.
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Aeon Chronicler
( 5)
Creature — Avatar
(*/*)
Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X—. X can't be 0. Whenever a time counter is removed from Aeon Chronicler while it's exiled, draw a card.
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rathi Berserker (Aerathi Berserker)
( 5)
Creature — Human Berserker
(2/4)
Rampage 3 <I>(Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)</I>
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Aerial Caravan
( 6)
Creature — Human Soldier
(4/3)
Flying : Exile the top card of your library. Until end of turn, you may play that card. <I>(Reveal the card as you exile it.)</I>
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Aerial Formation
( 1)
Instant
Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain flying until end of turn.
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Aerial Maneuver
( 2)
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
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Aerial Predation
( 3)
Instant
Destroy target creature with flying. You gain 2 life.
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Aerie Mystics
( 5)
Creature — Bird Wizard
(3/3)
Flying : Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
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Aerie Ouphes
( 5)
Creature — Ouphe
(3/3)
Sacrifice Aerie Ouphes: It deals damage equal to its power to target creature with flying. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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Aerie Worshippers
( 4)
Creature — Human Cleric
(2/4)
Inspired — Whenever Aerie Worshippers becomes untapped, you may pay . If you do, create a 2/2 blue Bird enchantment creature token with flying.
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Aesthetic Consultation
( 1)
Instant
Choose an artist. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with art by the chosen artist. Put that card in your hand and exile all other cards revealed this way.
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