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Telemin Performance
( 5)
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
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Telepathic Spies
( 3)
Creature — Human Wizard
(2/2)
When Telepathic Spies enters, look at target opponent's hand.
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Telepathy
( 1)
Enchantment
Your opponents play with their hands revealed.
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Teleport
( 3)
Instant
Cast this spell only during the declare attackers step. Target creature can't be blocked this turn.
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Teleportal
( 2)
Sorcery
Target creature you control gets +1/+0 until end of turn and can't be blocked this turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Telethopter
( 4)
Artifact Creature — Thopter
(3/1)
Tap an untapped creature you control: Telethopter gains flying until end of turn.
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Telim'Tor
( 5)
Legendary Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.
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Telim'Tor's Darts
( 2)
Artifact
, : Telim'Tor's Darts deals 1 damage to target player or planeswalker.
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Telim'Tor's Edict
( 1)
Instant
Exile target permanent you own or control. Draw a card at the beginning of the next turn's upkeep.
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Tel-Jilad Archers
( 5)
Creature — Elf Archer
(2/4)
Protection from artifacts; reach (This creature can block creatures with flying.)
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Tel-Jilad Defiance
( 2)
Instant
Target creature gains protection from artifacts until end of turn. Draw a card.
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Tel-Jilad Exile
( 4)
Creature — Troll Warrior
(2/3)
: Regenerate Tel-Jilad Exile.
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Tel-Jilad Fallen
( 4)
Creature — Phyrexian Elf Warrior
(3/1)
Protection from artifacts Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Tel-Jilad Justice
( 2)
Instant
Destroy target artifact. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Tel-Jilad Stylus
( 1)
Artifact
: Put target permanent you own on the bottom of your library.
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Tel-Jilad Wolf
( 3)
Creature — Wolf
(2/2)
Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn.
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Teller of Tales
( 5)
Creature — Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may tap or untap target creature.
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Telling Time
( 2)
Instant
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
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Temp of the Damned
( 3)
Creature — Zombie
(3/3)
As Temp of the Damned enters, roll a six-sided die. Temp of the Damned enters with a number of funk counters on it equal to the result. At the beginning of your upkeep, remove a funk counter from Temp of the Damned. If you can't, sacrifice it.
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Temper
( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
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Tempered Steel
( 3)
Enchantment
Artifact creatures you control get +2/+2.
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Tempest Efreet
( 4)
Creature — Efreet
(3/3)
Remove Tempest Efreet from your deck before playing if you're not playing for ante. , Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, they reveal a card at random from their hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent.
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Tempest Owl
( 2)
Creature — Bird
(1/2)
Kicker (You may pay an additional as you cast this spell.) Flying When Tempest Owl enters, if it was kicked, tap up to three target permanents.
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Temple Acolyte
( 2)
Creature — Human Cleric
(1/3)
When Temple Acolyte enters, you gain 3 life.
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Temple Elder
( 3)
Creature — Human Cleric
(1/2)
: You gain 1 life. Activate only during your turn, before attackers are declared.
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Temple Garden
( 0)
Land — Forest Plains
(: Add or .) As Temple Garden enters, you may pay 2 life. If you don't, it enters tapped.
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Temple of Abandon
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Deceit
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Enlightenment
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Epiphany
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Malady
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Malice
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Mystery
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Plenty
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Silence
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temple of Triumph
( 0)
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) : Add or .
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Temporal Aperture
( 2)
Artifact
, : Shuffle your library, then reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
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Temporal Cascade
( 7)
Sorcery
Choose one — • Each player shuffles their hand and graveyard into their library. • Each player draws seven cards. Entwine (Choose both if you pay the entwine cost.)
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Temporal Distortion
( 5)
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
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Temporal Eddy
( 4)
Sorcery
Put target creature or land on top of its owner's library.
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Temporal Extortion
( 4)
Sorcery
When you cast this spell, any player may pay half their life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one.
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Temporal Fissure
( 5)
Sorcery
Return target permanent to its owner's hand. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Temporal Isolation
( 2)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature.
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Temporal Mastery
( 7)
Sorcery
Take an extra turn after this one. Exile Temporal Mastery. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Temporal Spring
( 3)
Sorcery
Put target permanent on top of its owner's library.
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Temporary Insanity
( 4)
Instant
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.
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Temporary Truce
( 2)
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
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Tempt with Discovery
( 4)
Sorcery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
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Tempt with Glory
( 6)
Sorcery
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
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Tempt with Immortality
( 5)
Sorcery
Tempting offer — Return a creature card from your graveyard to the battlefield. Each opponent may return a creature card from their graveyard to the battlefield. For each opponent who does, return a creature card from your graveyard to the battlefield.
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Tempt with Reflections
( 4)
Sorcery
Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.
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Tempt with Vengeance
( 1)
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
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Tempting Licid
( 3)
Creature — Licid
(2/2)
, : Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect. All creatures able to block enchanted creature do so.
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Tempting Wurm
( 2)
Creature — Wurm
(5/5)
When Tempting Wurm enters, each opponent may put any number of artifact, creature, enchantment, and/or land cards from their hand onto the battlefield.
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Tenacious Dead
( 1)
Creature — Skeleton Warrior
(1/1)
When Tenacious Dead dies, you may pay . If you do, return it to the battlefield tapped under its owner's control.
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Tendo Ice Bridge
( 0)
Land
Tendo Ice Bridge enters with a charge counter on it. : Add . , Remove a charge counter from Tendo Ice Bridge: Add one mana of any color.
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Tendrils of Agony
( 4)
Sorcery
Target player loses 2 life and you gain 2 life. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Tendrils of Corruption
( 4)
Instant
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.
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Tendrils of Despair
( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Target opponent discards two cards.
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Teneb, the Harvester
( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Teneb, the Harvester deals combat damage to a player, you may pay . If you do, put target creature card from a graveyard onto the battlefield under your control.
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Tenza, Godo's Maul
( 3)
Legendary Artifact — Equipment
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Tephraderm
( 5)
Creature — Beast
(4/5)
Whenever a creature deals damage to Tephraderm, Tephraderm deals that much damage to that creature. Whenever a spell deals damage to Tephraderm, Tephraderm deals that much damage to that spell's controller.
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Terashi's Cry
( 4)
Sorcery — Arcane
Tap up to three target creatures.
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Terashi's Grasp
( 3)
Sorcery — Arcane
Destroy target artifact or enchantment. You gain life equal to its mana value.
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Terashi's Verdict
( 2)
Instant — Arcane
Destroy target attacking creature with power 3 or less.
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Terastodon
( 8)
Creature — Elephant
(9/9)
When Terastodon enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
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Teremko Griffin
( 4)
Creature — Griffin
(2/2)
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a 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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Terminate
( 2)
Instant
Destroy target creature. It can't be regenerated.
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Terminus
( 6)
Sorcery
Put all creatures on the bottom of their owners' libraries. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Teroh's Faithful
( 4)
Creature — Human Cleric
(1/4)
When Teroh's Faithful enters, you gain 4 life.
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Teroh's Vanguard
( 4)
Creature — Human Nomad
(2/3)
Flash Threshold — As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard enters, creatures you control gain protection from black until end of turn."
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Terra Ravager
( 4)
Creature — Elemental Beast
(0/4)
Whenever Terra Ravager attacks, it gets +X/+0 until end of turn, where X is the number of lands defending player controls.
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Terra Stomper
( 6)
Creature — Beast
(8/8)
This spell can't be countered. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Terraformer
( 3)
Creature — Human Wizard
(2/2)
: Choose a basic land type. Each land you control becomes that type until end of turn.
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Terramorphic Expanse
( 0)
Land
, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Terrarion
( 1)
Artifact
Terrarion enters tapped. , , Sacrifice Terrarion: Add two mana in any combination of colors. When Terrarion is put into a graveyard from the battlefield, draw a card.
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Terravore
( 3)
Creature — Lhurgoyf
(*/*)
Trample Terravore's power and toughness are each equal to the number of land cards in all graveyards.
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Terrifying Presence
( 2)
Instant
Prevent all combat damage that would be dealt by creatures other than target creature this turn.
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Territorial Baloth
( 5)
Creature — Beast
(4/4)
Landfall — Whenever a land you control enters, Territorial Baloth gets +2/+2 until end of turn.
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Territorial Dispute
( 6)
Enchantment
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands.
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Terror
( 2)
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated.
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Terror of Kruin Pass
( 0)
Creature — Werewolf
(3/3)
Double strike Werewolves you control have menace. (They can't be blocked except by two or more creatures.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
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Test of Endurance
( 4)
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
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Test of Faith
( 2)
Instant
Prevent the next 3 damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
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