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Caldera Kavu
( 3)
Creature — Kavu
(2/2)
: This creature gets +1/+1 until end of turn. : This creature becomes the color of your choice until end of turn.
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Calibrated Blast
( 3)
Instant
Reveal cards from the top of your library until you reveal a nonland card. Put the revealed cards on the bottom of your library in a random order. When you reveal a nonland card this way, Calibrated Blast deals damage equal to that card's mana value to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Calim, Djinn Emperor
( 6)
Legendary Creature — — Djinn Noble
(5/6)
Flying, ward Calim's Breath — , Discard Calim: Tap up to one target nonland permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do, return Calim from your graveyard to the battlefield tapped. When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
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Calix, Destiny's Hand
( 4)
Legendary Planeswalker — Calix
(4)
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. −3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield. −7: Return all enchantment cards from your graveyard to the battlefield.
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Calix, Guided by Fate
( 3)
Legendary Enchantment Creature — Human Druid
(2/2)
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature. Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
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Beck // Call (Call)
( 6)
Sorcery
Create four 1/1 white Bird creature tokens with flying. Fuse (You may cast one or both halves of this card from your hand.)
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Call a Surprise Witness
( 2)
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
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Call for Aid
( 5)
Sorcery
Gain control of all creatures target opponent controls until end of turn. Untap those creatures. They gain haste until end of turn. You can't attack that player this turn. You can't sacrifice those creatures this turn.
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Call for Blood
( 5)
Instant — Arcane
As an additional cost to cast this spell, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.
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Call for Unity
( 5)
Enchantment
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a unity counter on this enchantment. Creatures you control get +1/+1 for each unity counter on this enchantment.
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Call Forth the Tempest
( 8)
Sorcery
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
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Call from the Grave (playtest)
( 3)
Sorcery
Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost.
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Call In a Professional
( 3)
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
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Call of the Death-Dweller
( 3)
Sorcery
Return up to two target creature cards with total mana value 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
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Call of the Full Moon
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice this Aura.
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Call of the Herd
( 3)
Sorcery
Create a 3/3 green Elephant creature token. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Call of the Nightwing
( 4)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Call of the Ring
( 2)
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
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Call the Bloodline
( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
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Call the Cavalry
( 4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Call the Coppercoats
( 3)
Instant
Strive — This spell costs more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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Call the Gatewatch
( 3)
Sorcery
Search your library for a planeswalker card, reveal it, put it into your hand, then shuffle.
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Call the Scions
( 3)
Sorcery
Devoid (This card has no color.) Create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
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Call the Skybreaker
( 7)
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Call to Arms
( 2)
Enchantment
As this enchantment enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice this enchantment.
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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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Call to Heel
( 2)
Instant
Return target creature to its owner's hand. Its controller draws a card.
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Call to Mind
( 3)
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
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Call to Serve
( 2)
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call to the Feast
( 4)
Sorcery
Create three 1/1 white Vampire creature tokens with lifelink.
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Call to the Grave
( 5)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice. At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
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Call to the Kindred
( 4)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Netherworld
( 1)
Sorcery
Return target black creature card from your graveyard to your hand. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Call to the Void
( 5)
Sorcery
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
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Callaphe, Beloved of the Sea
( 3)
Legendary Enchantment Creature — Demigod
(*/3)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.) Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
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Caller of the Claw
( 3)
Creature — Elf
(2/2)
Flash When this creature enters, create a 2/2 green Bear creature token for each nontoken creature put into your graveyard from the battlefield this turn.
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Caller of the Hunt
( 3)
Creature — Human
(*/*)
As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.
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Caller of the Pack
( 7)
Creature — Beast
(8/6)
Trample Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Caller of the Untamed
( 4)
Creature — Elf Shaman
(2/4)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. , : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
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Callidus Assassin
( 6)
Creature — Human Shapeshifter Assassin
(3/3)
Flash Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
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Callous Bloodmage
( 3)
Creature — Vampire Warlock
(2/1)
When this creature enters, choose one — • Create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life." • You draw a card and you lose 1 life. • Exile target player's graveyard.
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Callous Deceiver
( 3)
Creature — Spirit
(1/3)
: Look at the top card of your library. : Reveal the top card of your library. If it's a land card, this creature gets +1/+0 and gains flying until end of turn. Activate only once each turn.
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Callous Dismissal
( 2)
Sorcery
Return target nonland permanent to its owner's hand. Amass Zombies 1. (Put a +1/+1 counter 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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Callous Giant
( 6)
Creature — Giant
(4/4)
If a source would deal 3 or less damage to this creature, prevent that damage.
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Callous Oppressor
( 3)
Creature — Octopus
(1/2)
You may choose not to untap this creature during your untap step. Ast this creature enters, an opponent chooses a creature type. : Gain control of target creature that isn't of the chosen type for as long as this creature remains tapped.
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Callous Sell-Sword
( 2)
Creature — Human Soldier
(2/2)
This creature enters with a +1/+1 counter on it for each creature that died under your control this turn.
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Callow Jushi
( 3)
Creature — Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature. At the beginning of the end step, if there are two or more ki counters on this creature, you may flip it.
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Calming Licid
( 3)
Creature — Licid
(2/2)
, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect. Enchanted creature can't attack.
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Calming Verse
( 4)
Sorcery
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
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Caltrops
( 3)
Artifact
Whenever a creature attacks, this artifact deals 1 damage to it.
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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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Camel
( 1)
Creature — Camel
(0/1)
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.) As long as this creature is attacking, prevent all damage Deserts would deal to this creature and to creatures banded with this creature.
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Camellia, the Seedmiser
( 3)
Legendary Creature — Squirrel Warlock
(3/3)
Menace Other Squirrels you control have menace. Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token. , Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
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Camera Launcher
( 3)
Artifact Creature — Construct
(2/2)
Exhaust — : Put a +1/+1 counter on this creature. Create a 1/1 colorless Thopter artifact creature token with flying. (Activate each exhaust ability only once.)
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Camouflage
( 1)
Instant
Cast this spell only during your declare attackers step. This turn, instead of declaring blockers, each defending player chooses any number of creatures they control and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures those players control that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)
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Campaign of Vengeance
( 5)
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
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Campus Guide
( 2)
Artifact Creature — Golem
(2/1)
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
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Campus Renovation
( 5)
Sorcery
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Canal Courier
( 6)
Creature — Human Rogue
(3/5)
When this creature enters, you become the monarch. Whenever this creature and another creature attack different players, this creature can't be blocked this combat.
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Canal Dredger
( 4)
Artifact Creature — Construct
(1/5)
Draft this card face up. Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger. : Put target card from your graveyard on the bottom of your library.
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Candlegrove Witch
( 2)
Creature — Human Warlock
(2/2)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
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Candlekeep Inspiration
( 5)
Sorcery
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
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Candlekeep Sage
( 3)
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
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Candlelight Vigil
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
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Candlelit Cavalry
( 5)
Creature — Human Knight
(5/5)
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.
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Candles' Glow
( 2)
Instant — Arcane
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Candles of Leng
( 2)
Artifact
, : Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.
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Candlestick
( 1)
Artifact — Clue Equipment
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) , Sacrifice this Equipment: Draw a card. Equip
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Candletrap
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has defender. Prevent all combat damage that would be dealt by enchanted creature. Coven — , Sacrifice this Aura: Exile enchanted creature. Activate only if you control three or more creatures with different powers.
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Candy Grapple
( 2)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets -3/-3 until end of turn. If this spell was bargained, that creature gets -5/-5 until end of turn instead.
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Candy Trail
( 1)
Artifact — Food Clue
When this artifact enters, scry 2. , , Sacrifice this artifact: You gain 3 life and draw a card.
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Canker Abomination
( 4)
Creature — Treefolk Horror
(6/6)
As this creature enters, choose an opponent. This creature enters with a -1/-1 counter on it for each creature that player controls.
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Cankerbloom
( 2)
Creature — Phyrexian Fungus
(3/2)
, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Cannibalize
( 2)
Sorcery
Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other.
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Canonized in Blood
( 2)
Enchantment
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.) , Sacrifice this enchantment: Create a 4/3 white and black Vampire Demon creature token with flying.
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Canoptek Scarab Swarm
( 4)
Artifact Creature — Insect
(1/1)
Flying Feeder Mandibles — When this creature enters, exile target player's graveyard. For each artifact or land card exiled this way, create a 1/1 colorless Insect artifact creature token with flying.
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Canoptek Spyder
( 5)
Artifact Creature — Spider
(4/4)
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
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Canoptek Tomb Sentinel
( 4)
Artifact Creature — Insect
(4/3)
Vigilance Exile Cannon — When this creature enters from a graveyard, exile up to one target nonland permanent. Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Canoptek Wraith
( 3)
Artifact Creature — Wraith
(2/1)
Wraith Form —This creature can't be blocked. Transdimensional Scout — When this creature deals combat damage to a player, you may pay and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.
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Canopy Baloth
( 4)
Creature — Beast
(4/3)
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Canopy Claws
( 1)
Instant
Target creature loses flying until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Canopy Cover
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control.
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Canopy Crawler
( 4)
Creature — Beast
(2/2)
Amplify 1 <I>(As this creature enters, put a +1/+1 counter on it for each Beast card you reveal in your hand.)</I> : Target creature gets +1/+1 until end of turn for each +1/+1 counter on this creature.
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Canopy Dragon
( 6)
Creature — Dragon
(4/4)
Trample : This creature gains flying and loses trample until end of turn.
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Canopy Spider
( 2)
Creature — Spider
(1/3)
Reach (This creature can block creatures with flying.)
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Canopy Stalker
( 4)
Creature — Cat
(4/2)
This creature must be blocked if able. When this creature dies, you gain 1 life for each creature that died this turn.
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Canopy Surge
( 2)
Sorcery
Kicker (You may pay an additional as you cast this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If this spell was kicked, it deals 4 damage to each creature with flying and each player instead.
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Canopy Vista
( 0)
Land — Forest Plains
(: Add or .) This land enters tapped unless you control two or more basic lands.
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