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Beguiler of Wills
   ( 5)
Creature — Human Wizard
(1/1)
: Gain control of target creature with power less than or equal to the number of creatures you control.
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Behemoth Sledge
   ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink. Equip 
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Behind the Mask
 ( 1)
Instant
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.) Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.
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Behind the Scenes
  ( 3)
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.)  : Creatures you control get +1/+1 until end of turn.
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Behold the Beyond
   ( 7)
Sorcery
Discard your hand. Search your library for three cards, put them into your hand, then shuffle.
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Behold the Multiverse
  ( 4)
Instant
Scry 2, then draw two cards. Foretell  (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Behold the Unspeakable
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Creatures you don't control get -2/-0 until your next turn. II — If you have one or fewer cards in hand, draw four cards. Otherwise, scry 2, then draw two cards. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Be'lakor, the Dark Master
    ( 6)
Legendary Creature — Demon Noble
(6/5)
Flying Prince of Chaos — When Be'lakor enters, you draw X cards and you lose X life, where X is the number of Demons you control. Lord of Torment — Whenever another Demon you control enters, it deals damage equal to its power to any target.
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Belbe, Corrupted Observer
  ( 2)
Legendary Creature — Phyrexian Zombie Elf
(2/2)
At the beginning of each postcombat main phase, the active player adds  for each of your opponents who lost life this turn. (Damage causes loss of life.)
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Belbe's Armor
 ( 3)
Artifact
, : Target creature gets -X/+X until end of turn.
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Belbe's Percher
  ( 3)
Creature — Bird
(2/2)
Flying This creature can block only creatures with flying.
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Belbe's Portal
 ( 5)
Artifact
As this artifact enters, choose a creature type. , : You may put a creature card of the chosen type from your hand onto the battlefield.
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Beledros Witherbloom
   ( 7)
Legendary Creature — Elder Dragon
(4/4)
Flying At the beginning of each upkeep, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life." Pay 10 life: Untap all lands you control. Activate only once each turn.
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Belfry Spirit
   ( 5)
Creature — Spirit
(1/1)
Flying Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
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Reason // Believe (Believe)
  ( 5)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Look at the top card of your library. You may put it onto the battlefield if it's a creature card. If you don't, put it into your hand.
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Belisarius Cawl
   ( 4)
Legendary Artifact Creature — Human
(2/4)
Ultima Founding — , Tap two untapped artifacts you control: Create a 2/2 white Astartes Warrior creature token with vigilance. Master of Machines — , Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Bell Borca, Spectral Sergeant
   ( 4)
Legendary Creature — Spirit Soldier
(*/5)
Note the mana value of each card as it's put into exile. Bell Borca's power is equal to the greatest number noted for it this turn. At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
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Belle of the Brawl
  ( 3)
Creature — Human Knight
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks, other Knights you control get +1/+0 until end of turn.
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Belligerent Brontodon
   ( 7)
Creature — Dinosaur
(4/6)
Each creature you control assigns combat damage equal to its toughness rather than its power.
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Belligerent Guest
  ( 3)
Creature — Vampire
(3/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature deals combat damage to a player, create a Blood token. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.")
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Belligerent Hatchling
  ( 4)
Creature — Elemental
(6/6)
First strike This creature enters with four -1/-1 counters on it. Whenever you cast a red spell, remove a -1/-1 counter from this creature. Whenever you cast a white spell, remove a -1/-1 counter from this creature.
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Belligerent of the Ball
  ( 3)
Creature — Ogre Warrior
(3/3)
Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, target creature you control gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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Belligerent Regisaur
( 0)
Creature — Dinosaur
(4/3)
Trample Whenever you cast a spell, this creature gains indestructible until end of turn.
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Belligerent Sliver
  ( 3)
Creature — Sliver
(2/2)
Sliver creatures you control have menace. (They can't be blocked except by two or more creatures.)
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Belligerent Whiptail
  ( 4)
Creature — Wurm
(4/2)
Landfall — Whenever a land you control enters, this creature gains first strike until end of turn.
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Belligerent Yearling
  ( 2)
Creature — Dinosaur
(3/2)
Trample Whenever another Dinosaur you control enters, you may have this creature's base power become equal to that creature's power until end of turn.
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Bello, Bard of the Brambles
   ( 3)
Legendary Creature — Raccoon Bard
(3/3)
During your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is a 4/4 Elemental creature in addition to its other types and has indestructible, haste, and "Whenever this creature deals combat damage to a player, draw a card."
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Bellowing Aegisaur
  ( 6)
Creature — Dinosaur
(3/5)
Enrage — Whenever this creature is dealt damage, put a +1/+1 counter on each other creature you control.
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Bellowing Crier
  ( 2)
Creature — Frog Advisor
(2/1)
When this creature enters, draw a card, then discard a card.
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Bellowing Elk
  ( 4)
Creature — Elk
(4/2)
As long as you had another creature enter the battlefield under your control this turn, this creature has trample and indestructible.
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Bellowing Fiend
  ( 5)
Creature — Spirit
(3/3)
Flying Whenever this creature deals damage to a creature, this creature deals 3 damage to that creature's controller and 3 damage to you.
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Bellowing Mauler
  ( 5)
Creature — Ogre Warrior
(4/6)
At the beginning of your end step, each player loses 4 life unless they sacrifice a nontoken creature of their choice.
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Bellowing Saddlebrute
  ( 4)
Creature — Orc Warrior
(4/5)
Raid — When this creature enters, you lose 4 life unless you attacked this turn.
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Bellowing Tanglewurm
   ( 5)
Creature — Wurm
(4/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other green creatures you control have intimidate.
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Bellows Lizard
 ( 1)
Creature — Lizard
(1/1)
 : This creature gets +1/+0 until end of turn.
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Bellowsbreath Ogre
  ( 3)
Artifact Creature — — Ogre Shaman
(3/3)
Starting intensity 1 Whenever Bellowsbreath Ogre attacks, it deals damage equal to its intensity to any target, then perpetually increase its intensity by 1.
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Belltoll Dragon
  ( 6)
Creature — Dragon
(3/3)
Flying, hexproof Megamorph   (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, put a +1/+1 counter on each other Dragon creature you control.
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Belltower Sphinx
  ( 5)
Creature — Sphinx
(2/5)
Flying Whenever a source deals damage to this creature, that source's controller mills that many cards.
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Beloved Princess
 ( 1)
Creature — Human Noble
(1/1)
Lifelink This creature can't be blocked by creatures with power 3 or greater.
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Belt of Giant Strength
  ( 2)
Artifact — Equipment
Equipped creature has base power and toughness 10/10. Equip . This ability costs less to activate, where X is the power of the creature it targets.
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Beluna Grandsquall
   ( 3)
Legendary Creature — Giant Noble
(4/4)
Trample Permanent spells you cast that have an Adventure cost less to cast.
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Benalish Cavalry
  ( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
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Benalish Commander
  ( 4)
Creature — Human Soldier
(*/*)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X—  . X can't be 0. Whenever a time counter is removed from this card while it's exiled, create a 1/1 white Soldier creature token.
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Benalish Faithbonder
  ( 2)
Creature — Human Cleric
(1/3)
Vigilance Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
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Benalish Hero
 ( 1)
Creature — Human Soldier
(1/1)
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.)
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Benalish Honor Guard
  ( 2)
Creature — Human Knight
(2/2)
This creature gets +1/+0 for each legendary creature you control.
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Benalish Infantry
  ( 3)
Creature — Human Soldier
(1/3)
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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Benalish Knight
  ( 3)
Creature — Human Knight
(2/2)
Flash (You may cast this spell any time you could cast an instant.) First strike (This creature deals combat damage before creatures without first strike.)
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Benalish Marshal
   ( 3)
Creature — Human Knight
(3/3)
Other creatures you control get +1/+1.
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Benalish Partisan
  ( 2)
Creature — — Human Soldier
(1/2)
Lifelink Whenever you cycle another card, you may pay  . If you do, return Benalish Partisan from your graveyard to the battlefield tapped and it perpetually gets +1/+0. Cycling  
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Benalish Sleeper
  ( 2)
Creature — Phyrexian Human Soldier
(3/1)
Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, each player sacrifices a creature of their choice.
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Benalish Veteran
  ( 3)
Creature — Human Soldier
(2/2)
Whenever this creature attacks, it gets +1/+1 until end of turn.
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Ben-Ben, Akki Hermit
   ( 4)
Legendary Creature — Goblin Shaman
(1/1)
: Ben-Ben deals damage to target attacking creature equal to the number of untapped Mountains you control.
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Bend or Break
  ( 4)
Sorcery
Each player separates all nontoken lands they control into two piles. For each player, one of their piles is chosen by one of their opponents of their choice. Destroy all lands in the chosen piles. Tap all lands in the other piles.
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Beneath the Sands
  ( 3)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Cycling ( , Discard this card: Draw a card.)
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Benediction of Moons
 ( 1)
Sorcery
You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature this card haunts dies, you gain 1 life for each player.
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Benefaction of Rhonas
  ( 3)
Sorcery
Reveal the top five cards of your library. You may put a creature card and/or an enchantment card from among them into your hand. Put the rest into your graveyard.
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Benefactor's Draught
  ( 2)
Instant
Untap all creatures. Until end of turn, whenever a creature an opponent controls blocks, draw a card. Draw a card.
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Benevolent Ancestor
  ( 3)
Creature — Spirit
(0/4)
Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.
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Benevolent Blessing
  ( 2)
Enchantment — Aura
Flash Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
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Benevolent Bodyguard
 ( 1)
Creature — Human Cleric
(1/1)
Sacrifice this creature: Target creature you control gains protection from the color of your choice until end of turn.
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Benevolent Geist
( 0)
Creature — Spirit Wizard
(2/2)
Flying Noncreature spells you control can't be countered. If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.
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Benevolent Hydra
   ( 2)
Creature — Hydra
(1/1)
This creature enters with X +1/+1 counters on it. If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead. , Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
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Benevolent Offering
  ( 4)
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying. Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
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Benevolent Unicorn
  ( 2)
Creature — Unicorn
(1/2)
If a spell would deal damage to a permanent or player, it deals that much damage minus 1 to that permanent or player instead.
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Bennie Bracks, Zoologist
  ( 4)
Legendary Creature — Elf Druid
(3/2)
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.) At the beginning of each end step, if you created a token this turn, draw a card.
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Benthic Anomaly
  ( 7)
Creature — Eldrazi Serpent
(7/8)
Devoid (This card has no color.) When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
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Benthic Behemoth
    ( 8)
Creature — Serpent
(7/6)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
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Benthic Biomancer
 ( 1)
Creature — Merfolk Wizard Mutant
(1/1)
 : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
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Benthic Criminologists
  ( 5)
Creature — Merfolk Wizard
(4/5)
Whenever this creature enters or attacks, you may sacrifice an artifact. If you do, draw a card.
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Benthic Djinn
   ( 4)
Creature — Djinn
(5/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of your upkeep, you lose 2 life.
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Benthic Explorers
  ( 4)
Creature — Merfolk Scout
(2/4)
, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
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Benthic Giant
  ( 6)
Creature — Giant
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Benthic Infiltrator
  ( 3)
Creature — Eldrazi Drone
(1/4)
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) This creature can't be blocked.
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Benthicore
  ( 7)
Creature — Elemental
(5/5)
When this creature enters, create two 1/1 blue Merfolk Wizard creature tokens. Tap two untapped Merfolk you control: Untap this creature. It gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Bequeathal
 ( 1)
Enchantment — Aura
Enchant creature When enchanted creature dies, you draw two cards.
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Bereaved Survivor
  ( 3)
Creature — Human Peasant
(2/1)
When another creature you control dies, transform this creature.
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Bereavement
  ( 2)
Enchantment
Whenever a green creature dies, its controller discards a card.
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Beregond of the Guard
  ( 4)
Legendary Creature — Human Soldier
(3/3)
Whenever Beregond or another Human you control enters, creatures you control get +1/+1 and gain vigilance until end of turn.
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Berg Strider
  ( 5)
Snow Creature — Giant Wizard
(4/4)
When this creature enters, tap target artifact or creature an opponent controls. If was spent to cast this spell, that permanent doesn't untap during its controller's next untap step. ( is mana from a snow source.)
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Berserk
 ( 1)
Instant
Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
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Berserk Murlodont
  ( 5)
Creature — Beast
(3/3)
Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
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Berserker's Frenzy
  ( 3)
Instant
Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1–14 | Choose any number of creatures. They block this turn if able. 15–20 | You choose which creatures block this turn and how those creatures block.
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Beseech the Mirror
    ( 4)
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
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Beseech the Queen
   ( 6)
Sorcery
( can be paid with any two mana or with . This card's mana value is 6.) Search your library for a card with mana value less than or equal to the number of lands you control, reveal it, put it into your hand, then shuffle.
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