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Ancient Amphitheater
( 0)
Land
As Ancient Amphitheater enters, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters tapped. : Add or .
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Ancient Grudge
( 2)
Instant
Destroy target artifact. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Ancient Hellkite
( 7)
Creature — Dragon
(6/6)
Flying : Ancient Hellkite deals 1 damage to target creature defending player controls. Activate only if Ancient Hellkite is attacking.
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Ancient Hydra
( 5)
Creature — Hydra
(5/1)
Fading 5 <I>(This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)</I> , Remove a fade counter from Ancient Hydra: It deals 1 damage to any target.
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Ancient Kavu
( 4)
Creature — Kavu
(3/3)
: Ancient Kavu becomes colorless until end of turn.
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Ancient Ooze
( 7)
Creature — Ooze
(*/*)
Ancient Ooze's power and toughness are each equal to the total mana value of other creatures you control.
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Ancient Runes
( 3)
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they control.
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Ancient Silverback
( 6)
Creature — Ape
(6/5)
: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Ancient Spider
( 4)
Creature — Spider
(2/5)
First strike; reach (This creature can block creatures with flying.)
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Ancient Stirrings
( 1)
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
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Ancient Ziggurat
( 0)
Land
: Add one mana of any color. Spend this mana only to cast a creature spell.
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Andradite Leech
( 3)
Creature — Leech
(2/2)
Black spells you cast cost more to cast. : Andradite Leech gets +1/+1 until end of turn.
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Angel of Despair
( 7)
Creature — Angel
(5/5)
Flying When Angel of Despair enters, destroy target permanent.
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Angel of Finality
( 4)
Creature — Angel
(3/4)
Flying When this creature enters, exile target player's graveyard.
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Angel of Flight Alabaster
( 5)
Creature — Angel
(4/4)
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
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Angel of Fury
( 6)
Creature — Angel
(3/5)
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
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Angel of Glory's Rise
( 7)
Creature — Angel
(4/6)
Flying When Angel of Glory's Rise enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
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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 Mercy
( 5)
Creature — Angel
(3/3)
Flying When Angel of Mercy enters, you gain 3 life.
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Angel of Salvation
( 8)
Creature — Angel
(5/5)
Flash; 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.) Flying When Angel of Salvation enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
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Angel of Serenity
( 7)
Creature — Angel
(5/6)
Flying When Angel of Serenity enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
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Angelfire Crusader
( 4)
Creature — Human Soldier Knight
(2/3)
: Angelfire Crusader gets +1/+0 until end of turn.
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Angelheart Vial
( 5)
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. , , Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.
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Angelic Accord
( 4)
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
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Angelic Arbiter
( 7)
Creature — Angel
(5/6)
Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.
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Angelic Armaments
( 3)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Angelic Benediction
( 4)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
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Angelic Blessing
( 3)
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
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Angelic Chorus
( 5)
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
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Angelic Curator
( 2)
Creature — Angel Spirit
(1/1)
Flying, protection from artifacts
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Angelic Destiny
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner's hand.
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Angelic Favor
( 4)
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
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Angelic Overseer
( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible.
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Angelic Page
( 2)
Creature — Angel Spirit
(1/1)
Flying : Target attacking or blocking creature gets +1/+1 until end of turn.
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Angelic Protector
( 4)
Creature — Angel
(2/2)
Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
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Angelic Renewal
( 2)
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
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Angelic Shield
( 2)
Enchantment
Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.
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Angelic Skirmisher
( 6)
Creature — Angel
(4/4)
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability 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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Angelic Wall
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Flying
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Angel's Feather
( 2)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
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Angel's Grace
( 1)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Angel's Tomb
( 3)
Artifact
Whenever a creature you control enters, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
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Angel's Trumpet
( 3)
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.
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Angelsong
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Cycling (, Discard this card: Draw a card.)
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Anger
( 4)
Creature — Incarnation
(2/2)
Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.
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Anger of the Gods
( 3)
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Angry Mob
( 4)
Creature — Human
(2+*/2+*)
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
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An-Havva Constable
( 3)
Creature — Human
(2/1+*)
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
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An-Havva Inn
( 3)
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
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Animal Boneyard
( 3)
Enchantment — Aura
Enchant land Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
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Animal Magnetism
( 5)
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
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Animar, Soul of Elements
( 3)
Legendary Creature — Elemental
(1/1)
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements. Creature spells you cast cost less to cast for each +1/+1 counter on Animar.
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Animate Artifact
( 4)
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
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Animate Dead
( 2)
Enchantment — Aura
Enchant creature card in a graveyard When Animate Dead enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
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Animate Land
( 1)
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
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Animate Wall
( 1)
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
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Ankh of Mishra
( 2)
Artifact
Whenever a land enters, Ankh of Mishra deals 2 damage to that land's controller.
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Annex
( 4)
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) You control enchanted land.
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Annihilate
( 5)
Instant
Destroy target nonblack creature. It can't be regenerated. Draw a card.
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Annihilating Fire
( 3)
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
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Annul
( 1)
Instant
Counter target artifact or enchantment spell.
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Anodet Lurker
( 5)
Artifact Creature — Construct
(3/3)
When Anodet Lurker dies, you gain 3 life.
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Anoint
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn.
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Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
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Antagonism
( 4)
Enchantment
At the beginning of each player's end step, Antagonism deals 2 damage to that player unless one of their opponents was dealt damage this turn.
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Anthem of Rakdos
( 5)
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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Anthousa, Setessan Hero
( 5)
Legendary Creature — Human Warrior
(4/5)
Heroic — Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
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Anthroplasm
( 4)
Creature — Shapeshifter
(0/0)
Anthroplasm enters with two +1/+1 counters on it. , : Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
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Anti-Magic Aura
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
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Antler Skulkin
( 5)
Artifact Creature — Scarecrow
(3/3)
: Target white creature gains persist until end of turn. (When it 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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Anurid Barkripper
( 3)
Creature — Frog Beast
(2/2)
Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.
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Anurid Brushhopper
( 3)
Creature — Frog Beast
(3/4)
Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step.
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Anurid Murkdiver
( 6)
Creature — Zombie Frog Beast
(4/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Anurid Scavenger
( 3)
Creature — Frog Beast
(3/3)
Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.
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Anurid Swarmsnapper
( 3)
Creature — Frog Beast
(1/4)
Reach (This creature can block creatures with flying.) : Anurid Swarmsnapper can block an additional creature this turn.
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Anvil of Bogardan
( 2)
Artifact
Players have no maximum hand size. At the beginning of each player's draw step, that player draws an additional card, then discards a card.
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Anvilwrought Raptor
( 4)
Artifact Creature — Bird
(2/1)
Flying First strike (This creature deals combat damage before creatures without first strike.)
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An-Zerrin Ruins
( 4)
Enchantment
As An-Zerrin Ruins enters, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps.
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Apathy
( 1)
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If the player does, untap that creature.
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Apes of Rath
( 4)
Creature — Ape
(5/4)
Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step.
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Apex Hawks
( 3)
Creature — Bird
(2/2)
Multikicker (You may pay an additional any number of times as you cast this spell.) Flying Apex Hawks enters with a +1/+1 counter on it for each time it was kicked.
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Aphetto Alchemist
( 2)
Creature — Human Wizard
(1/2)
: Untap target artifact or creature. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Aphetto Dredging
( 4)
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
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Aphetto Exterminator
( 3)
Creature — Human Wizard
(3/1)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.
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Aphetto Grifter
( 3)
Creature — Human Wizard
(1/1)
Tap two untapped Wizards you control: Tap target permanent.
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Aphetto Runecaster
( 4)
Creature — Human Wizard
(2/3)
Whenever a permanent is turned face up, you may draw a card.
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Aphetto Vulture
( 6)
Creature — Zombie Bird
(3/2)
Flying When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.
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