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Primeval Bounty
( 6)
Enchantment
Whenever you cast a creature spell, create a 3/3 green Beast creature token. Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control. Landfall — Whenever a land you control enters, you gain 3 life.
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Primeval Force
( 5)
Creature — Elemental
(8/8)
When Primeval Force enters, sacrifice it unless you sacrifice three Forests.
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Primeval Light
( 4)
Sorcery
Destroy all enchantments target player controls.
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Primeval Shambler
( 5)
Creature — Horror Mercenary
(3/3)
: Primeval Shambler gets +1/+1 until end of turn.
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Primeval Titan
( 6)
Creature — Giant
(6/6)
Trample Whenever Primeval Titan enters or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
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Primitive Etchings
( 4)
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.
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Primoc Escapee
( 7)
Creature — Bird Beast
(4/4)
Flying Cycling (, Discard this card: Draw a card.)
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Primordial Hydra
( 2)
Creature — Hydra
(0/0)
Primordial Hydra enters with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra. Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
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Primordial Ooze
( 1)
Creature — Ooze
(1/1)
Primordial Ooze attacks each combat if able. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then you may pay , where X is the number of +1/+1 counters on it. If you don't, tap Primordial Ooze and it deals X damage to you.
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Primordial Sage
( 6)
Creature — Spirit
(4/5)
Whenever you cast a creature spell, you may draw a card.
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Prismatic Boon
( 2)
Instant
Choose a color. X target creatures gain protection from the chosen color until end of turn.
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Prismatic Circle
( 3)
Enchantment
Cumulative upkeep (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.) As Prismatic Circle enters, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
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Prismatic Lace
( 1)
Instant
Target permanent becomes the color or colors of your choice. <I>(This effect lasts indefinitely.)</I>
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Prismatic Omen
( 2)
Enchantment
Lands you control are every basic land type in addition to their other types.
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Prismatic Strands
( 3)
Instant
Prevent all damage that sources of the color of your choice would deal this turn. Flashback—Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Prismatic Ward
( 2)
Enchantment — Aura
Enchant creature As Prismatic Ward enters, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
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Prismatic Wardrobe
( 1)
Sorcery
Destroy target nonartifact, nonland permanent that doesn't share a color with clothing worn by its controller.
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Prismwake Merrow
( 3)
Creature — Merfolk Wizard
(2/1)
Flash When Prismwake Merrow enters, target permanent becomes the color or colors of your choice until end of turn.
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Prison Barricade
( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) Kicker (You may pay an additional as you cast this spell.) If Prison Barricade was kicked, it enters with a +1/+1 counter on it and with "Prison Barricade can attack as though it didn't have defender."
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Prison Term
( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Whenever a creature an opponent controls enters, you may attach Prison Term to that creature.
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Pristine Angel
( 6)
Creature — Angel
(4/4)
Flying As long as Pristine Angel is untapped, it has protection from artifacts and from each color. Whenever you cast a spell, you may untap Pristine Angel.
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Private Research
( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put a page counter on Private Research. When enchanted creature dies, draw a card for each page counter on Private Research.
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Prized Elephant
( 4)
Creature — Elephant
(3/3)
Prized Elephant gets +1/+1 as long as you control a Forest. : Prized Elephant gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Prized Unicorn
( 4)
Creature — Unicorn
(2/2)
All creatures able to block Prized Unicorn do so.
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Proclamation of Rebirth
( 3)
Sorcery
Return up to three target creature cards with mana value 1 or less from your graveyard to the battlefield. Forecast — , Reveal Proclamation of Rebirth from your hand: Return target creature card with mana value 1 or less from your graveyard to the battlefield. (Activate only during your upkeep and only once each turn.)
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Prodigal Pyromancer
( 3)
Creature — Human Wizard
(1/1)
: Prodigal Pyromancer deals 1 damage to any target.
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Prodigal Sorcerer
( 3)
Creature — Human Wizard
(1/1)
: Prodigal Sorcerer deals 1 damage to any target.
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Profane Command
( 2)
Sorcery
Choose two — • Target player loses X life. • Return target creature card with mana value X or less from your graveyard to the battlefield. • Target creature gets -X/-X until end of turn. • Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
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Profane Prayers
( 4)
Sorcery
Profane Prayers deals X damage to any target and you gain X life, where X is the number of Clerics on the battlefield.
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Profit // Loss (Profit)
( 2)
Instant
Creatures you control get +1/+1 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Progenitor Mimic
( 6)
Creature — Shapeshifter
(0/0)
You may have Progenitor Mimic enter as a copy of any creature on the battlefield, except it has "At the beginning of your upkeep, if this creature isn't a token, create a token that's a copy of this creature."
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Prognostic Sphinx
( 5)
Creature — Sphinx
(3/5)
Flying Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. Whenever Prognostic Sphinx attacks, scry 3.
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Prohibit
( 2)
Instant
Kicker (You may pay an additional as you cast this spell.) Counter target spell if its mana value is 2 or less. If this spell was kicked, counter that spell if its mana value is 4 or less instead.
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Promise of Bunrei
( 3)
Enchantment
When a creature you control dies, sacrifice Promise of Bunrei. If you do, create four 1/1 colorless Spirit creature tokens.
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Promise of Power
( 5)
Sorcery
Choose one — • You draw five cards and you lose 5 life. • Create an X/X black Demon creature token with flying, where X is the number of cards in your hand. Entwine (Choose both if you pay the entwine cost.)
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Promised Kannushi
( 1)
Creature — Human Druid
(1/1)
Soulshift 7 (When this creature dies, you may return target Spirit card with mana value 7 or less from your graveyard to your hand.)
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Propaganda
( 3)
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
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Proper Burial
( 4)
Enchantment
Whenever a creature you control dies, you gain life equal to that creature's toughness.
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Prophecy
( 1)
Sorcery
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. Then that player shuffles. Draw a card at the beginning of the next turn's upkeep.
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Prophet of Kruphix
( 5)
Creature — Human Wizard
(2/3)
Untap all creatures and lands you control during each other player's untap step. You may cast creature spells as though they had flash.
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Prophetic Bolt
( 5)
Instant
Prophetic Bolt deals 4 damage to any target. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Prophetic Flamespeaker
( 3)
Creature — Human Shaman
(1/3)
Double strike, trample Whenever Prophetic Flamespeaker deals combat damage to a player, exile the top card of your library. You may play it this turn.
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Prophetic Prism
( 2)
Artifact
When Prophetic Prism enters, draw a card. , : Add one mana of any color.
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Prossh, Skyraider of Kher
( 6)
Legendary Creature — Dragon
(5/5)
When you cast this spell, create X 0/1 red Kobold creature tokens named Kobolds of Kher Keep, where X is the amount of mana spent to cast it. Flying Sacrifice another creature: Prossh, Skyraider of Kher gets +1/+0 until end of turn.
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Protean Hulk
( 7)
Creature — Beast
(6/6)
When Protean Hulk dies, search your library for any number of creature cards with total mana value 6 or less, put them onto the battlefield, then shuffle.
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Protean Hydra
( 1)
Creature — Hydra
(0/0)
Protean Hydra enters with X +1/+1 counters on it. If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it. Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.
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Protect // Serve (Protect)
( 3)
Instant
Target creature gets +2/+4 until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Protective Bubble
( 4)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
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Protective Sphere
( 3)
Enchantment
, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. <I>(Colorless mana prevents no damage.)</I>
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Proteus Machine
( 3)
Artifact Creature — Shapeshifter
(2/2)
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 Proteus Machine is turned face up, it becomes the creature type of your choice. (This effect lasts indefinitely.)
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Prototype Portal
( 4)
Artifact
Imprint — When Prototype Portal enters, you may exile an artifact card from your hand. , : Create a token that's a copy of the exiled card. X is the mana value of that card.
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Provoke
( 2)
Instant
Untap target creature you don't control. That creature blocks this turn if able. Draw a card.
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Prowess of the Fair
( 2)
Kindred Enchantment — Elf
Whenever another nontoken Elf is put into your graveyard from the battlefield, you may create a 1/1 green Elf Warrior creature token.
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Prowler's Helm
( 2)
Artifact — Equipment
Equipped creature can't be blocked except by Walls. Equip
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Prowling Nightstalker
( 4)
Creature — Nightstalker
(2/2)
Prowling Nightstalker can't be blocked except by black creatures.
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Prowling Pangolin
( 5)
Creature — Pangolin Beast
(6/5)
When Prowling Pangolin enters, any player may sacrifice two creatures of their choice. If a player does, sacrifice Prowling Pangolin.
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Psionic Blast
( 3)
Instant
Psionic Blast deals 4 damage to any target and 2 damage to you.
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Psionic Entity
( 5)
Creature — Illusion
(2/2)
: Psionic Entity deals 2 damage to any target and 3 damage to itself.
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Psionic Gift
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has ": This creature deals 1 damage to any target."
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Psionic Sliver
( 5)
Creature — Sliver
(2/2)
All Sliver creatures have ": This creature deals 2 damage to any target and 3 damage to itself."
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Psychatog
( 3)
Creature — Atog
(1/2)
Discard a card: Psychatog gets +1/+1 until end of turn. Exile two cards from your graveyard: Psychatog gets +1/+1 until end of turn.
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Psychic Allergy
( 5)
Enchantment
As Psychic Allergy enters, choose a color. At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of nontoken permanents of the chosen color they control. At the beginning of your upkeep, destroy Psychic Allergy unless you sacrifice two Islands.
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Psychic Barrier
( 2)
Instant
Counter target creature spell. Its controller loses 1 life.
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Psychic Battle
( 5)
Enchantment
Whenever a player chooses one or more targets, each player reveals the top card of their library. The player who reveals the card with the highest mana value may change the target or targets. If two or more cards are tied for highest, the target or targets remain unchanged. Changing targets this way doesn't trigger abilities of permanents named Psychic Battle.
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Psychic Drain
( 2)
Sorcery
Target player mills X cards and you gain X life.
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Psychic Intrusion
( 5)
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
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Psychic Membrane
( 3)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Whenever Psychic Membrane blocks, you may draw a card.
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Psychic Miasma
( 2)
Sorcery
Target player discards a card. If a land card is discarded this way, return Psychic Miasma to its owner's hand.
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Psychic Network
( 1)
Enchantment
Each player plays with the top card of their library held against their forehead, revealed to each other player.
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Psychic Overload
( 4)
Enchantment — Aura
Enchant permanent When Psychic Overload enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step. Enchanted permanent has "Discard two artifact cards: Untap this permanent."
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Psychic Possession
( 4)
Enchantment — Aura
Enchant opponent Skip your draw step. Whenever enchanted opponent draws a card, you may draw a card.
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Psychic Puppetry
( 2)
Instant — Arcane
You may tap or untap target permanent. 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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Psychic Purge
( 1)
Sorcery
Psychic Purge deals 1 damage to any target. When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life.
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Psychic Spear
( 1)
Sorcery
Target player reveals their hand. You choose a Spirit or Arcane card from it. That player discards that card.
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Psychic Spiral
( 5)
Instant
Shuffle all cards from your graveyard into your library. Target player mills that many cards.
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Psychic Strike
( 3)
Instant
Counter target spell. Its controller mills two cards.
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Psychic Surgery
( 2)
Enchantment
Whenever an opponent shuffles their library, you may look at the top two cards of that library. You may exile one of those cards. Then put the rest on top of that library in any order.
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Psychic Theft
( 2)
Sorcery
Target player reveals their hand. You choose an instant or sorcery card from it and exile that card. You may cast that card for as long as it remains exiled. At the beginning of the next end step, if you haven't cast the card, return it to its owner's hand.
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Psychic Trance
( 4)
Instant
Until end of turn, Wizards you control gain ": Counter target spell."
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Psychic Transfer
( 5)
Sorcery
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.
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Psychic Venom
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.
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Psychic Vortex
( 4)
Enchantment
Cumulative upkeep—Draw a card. (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.) At the beginning of your end step, sacrifice a land and discard your hand.
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Psychogenic Probe
( 2)
Artifact
Whenever a spell or ability causes a player to shuffle their library, Psychogenic Probe deals 2 damage to that player.
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Psychosis Crawler
( 5)
Artifact Creature — Phyrexian Horror
(*/*)
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.
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Psychotic Episode
( 3)
Sorcery
Target player reveals their hand and the top card of their library. You choose a card revealed this way. That player puts the chosen card on the bottom of their library. 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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Psychotic Fury
( 2)
Instant
Target multicolored creature gains double strike until end of turn. Draw a card.
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Psychotic Haze
( 4)
Instant
Psychotic Haze deals 1 damage to each creature and each player. 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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Psychotrope Thallid
( 3)
Creature — Fungus
(1/1)
At the beginning of your upkeep, put a spore counter on Psychotrope Thallid. Remove three spore counters from Psychotrope Thallid: Create a 1/1 green Saproling creature token. , Sacrifice a Saproling: Draw a card.
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Pteron Ghost
( 2)
Creature — Dinosaur Spirit
(1/1)
Flying Sacrifice Pteron Ghost: Regenerate target artifact.
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