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Vulpine Harvester
  ( 4)
Creature — Phyrexian Fox
(3/3)
Whenever one or more Phyrexians you control attack, return target artifact card from your graveyard to the battlefield if its mana value is less than or equal to their total power.
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Vulshok Battlegear
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+3. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Vulshok Battlemaster
  ( 5)
Creature — Human Warrior
(2/2)
Haste When this creature enters, attach all Equipment on the battlefield to it. (Control of the Equipment doesn't change.)
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Vulshok Berserker
  ( 4)
Creature — Human Berserker
(3/2)
Haste (This creature can attack and as soon as it comes under your control.)
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Vulshok Gauntlets
 ( 2)
Artifact — Equipment
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step. Equip ( : Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
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Vulshok Heartstoker
  ( 3)
Creature — Human Shaman
(2/2)
When this creature enters, target creature gets +2/+0 until end of turn.
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Vulshok Morningstar
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Vulshok Replica
 ( 3)
Artifact Creature — Berserker
(3/1)
 , Sacrifice this creature: It deals 3 damage to target player or planeswalker.
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Vulshok Sorcerer
   ( 3)
Creature — Human Shaman
(1/1)
Haste : This creature deals 1 damage to any target.
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Vulshok Splitter
  ( 4)
Artifact — Equipment
For Mirrodin (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equipped creature gets +2/+0. Equip  ( : Attach to target creature you control. Equip only as a sorcery.)
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Vulshok War Boar
   ( 4)
Creature — Boar Beast
(5/5)
When this creature enters, sacrifice it unless you sacrifice an artifact.
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Vulturous Aven
  ( 4)
Creature — Bird Shaman
(2/3)
Flying Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, you draw two cards and you lose 2 life.
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Vulturous Zombie
   ( 5)
Creature — Plant Zombie
(3/3)
Flying Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on this creature.
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Vuzzle Spaceship (playtest)
   ( 6)
Artifact Creature — — Construct
(0/0)
Spaceship 6 (This creature enters with six +1/+1 counters. If it would be dealt damage, remove that many +1/+1 counters instead. Its abilities are active as long as it has at least that many +1/+1 counters.) Thrusters 6 → Flying Lasers 3 → Whenever Vuzzle Spaceship attacks, it deals 1 damage to any target.
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Wail of the Forgotten
  ( 2)
Sorcery
Descend 8 — Choose one. If there are eight or more permanent cards in your graveyard as you cast this spell, choose one or more instead. • Return target nonland permanent to its owner's hand. • Target opponent discards a card. • Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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Wail of the Nim
  ( 3)
Instant
Choose one — • Regenerate each creature you control. • Wail of the Nim deals 1 damage to each creature and each player. Entwine (Choose both if you pay the entwine cost.)
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Wail of War
  ( 3)
Instant
Choose one — • Creatures target opponent controls get -1/-1 until end of turn. • Return up to two target creature cards from your graveyard to your hand.
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Waildrifter
( 0)
Creature — Hippogriff Spirit
(2/2)
Flying If Waildrifter would be put into a graveyard from anywhere, exile it instead.
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Wailing Ghoul
  ( 2)
Creature — Zombie
(1/3)
When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.)
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Waiting in the Weeds
   ( 3)
Sorcery
Each player creates a 1/1 green Cat creature token for each untapped Forest they control.
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Wake of Destruction
    ( 6)
Sorcery
Destroy target land and all other lands with the same name as that land.
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Wake of Vultures
  ( 4)
Creature — Bird
(3/1)
Flying  , Sacrifice a creature: Regenerate this creature.
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Wake the Dead
   ( 2)
Instant
Cast this spell only during combat on an opponent's turn. Return X target creature cards from your graveyard to the battlefield. Sacrifice those creatures at the beginning of the next end step.
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Wake the Dragon
   ( 6)
Sorcery
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this token deals combat damage to a player, gain control of target artifact that player controls." Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wake the Past
   ( 7)
Sorcery
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
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Wake the Reflections
 ( 1)
Sorcery
Populate. (Create a token that's a copy of a creature token you control.)
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Wake Thrasher
  ( 3)
Creature — Merfolk Soldier
(1/1)
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
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Wake to Slaughter
   ( 5)
Sorcery
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wakedancer
  ( 3)
Creature — Human Shaman
(2/2)
Morbid — When this creature enters, if a creature died this turn, create a 2/2 black Zombie creature token.
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Wakening Sun's Avatar
    ( 8)
Creature — Dinosaur Avatar
(7/7)
When this creature enters, if you cast it from your hand, destroy all non-Dinosaur creatures.
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Waker of Waves
   ( 7)
Creature — Whale
(7/7)
Creatures your opponents control get -1/-0.  , Discard this card: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
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Wakestone Gargoyle
  ( 4)
Creature — Gargoyle
(3/4)
Defender, flying  : Creatures you control with defender can attack this turn as though they didn't have defender.
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Waking the Trolls
   ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target land. II — Put target land card from a graveyard onto the battlefield under your control. III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
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Walk the Aeons
   ( 6)
Sorcery
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one.
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Walk with the Ancestors
  ( 5)
Sorcery
Return up to one target permanent card from your graveyard to your hand. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Walker
( 0)
Token Creature — — Zombie
(2/2)
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Walker of the Grove
   ( 8)
Creature — Elemental
(7/7)
When this creature leaves the battlefield, create a 4/4 green Elemental creature token. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Walker of the Wastes
  ( 5)
Creature — Eldrazi
(4/4)
( represents colorless mana.) Trample This creature gets +1/+1 for each land you control named Wastes.
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Walking Archive
 ( 3)
Artifact Creature — Golem
(1/1)
Defender (This creature can't attack.) This creature enters with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on this creature.   : Put a +1/+1 counter on this creature.
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Walking Atlas
 ( 2)
Artifact Creature — Construct
(1/1)
: You may put a land card from your hand onto the battlefield.
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Walking Ballista
  ( 0)
Artifact Creature — Construct
(0/0)
This creature enters with X +1/+1 counters on it. : Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
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Walking Bulwark
 ( 1)
Artifact Creature — Golem
(0/3)
Defender : Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
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Walking Dead
  ( 2)
Creature — Zombie
(1/1)
: Regenerate this creature.
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Walking Desecration
  ( 3)
Creature — Zombie
(1/1)
, : Creatures of the creature type of your choice attack this turn if able.
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Walking Dream
  ( 4)
Creature — Illusion
(3/3)
This creature can't be blocked. This creature doesn't untap during your untap step if an opponent controls two or more creatures.
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Walking Sarcophagus
 ( 2)
Artifact Creature — Zombie Cat
(2/1)
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Max speed — This creature gets +1/+2.
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Walking Skyscraper
 ( 8)
Artifact Creature — Construct
(8/8)
This spell costs less to cast for each modified creature you control. (Equipment, Auras you control, and counters are modifications.) Trample This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
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Walking Sponge
  ( 2)
Creature — Sponge
(1/1)
: Target creature loses your choice of flying, first strike, or trample until end of turn.
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Walking Wall
 ( 4)
Artifact Creature — Wall
(0/6)
Defender : This creature gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn.
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Wall of Air
   ( 3)
Creature — Wall
(1/5)
Defender, flying (This creature can't attack, and it can block creatures with flying.)
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Wall of Blood
  ( 3)
Creature — Wall
(0/2)
Defender (This creature can't attack.) Pay 1 life: This creature gets +1/+1 until end of turn.
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Wall of Blossoms
  ( 2)
Creature — Plant Wall
(0/4)
Defender When this creature enters, draw a card.
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Wall of Bone
  ( 3)
Creature — Skeleton Wall
(1/4)
Defender (This creature can't attack.) : Regenerate this creature. (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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Wall of Brambles
  ( 3)
Creature — Plant Wall
(2/3)
Defender (This creature can't attack.) : Regenerate this creature.
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Wall of Caltrops
  ( 2)
Creature — Wall
(2/1)
Defender (This creature can't attack.) Whenever this creature blocks a creature, if at least one other Wall creature is blocking that creature and no non-Wall creatures are blocking that creature, this creature gains banding until end of turn. (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.)
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Wall of Corpses
  ( 2)
Creature — Wall
(0/2)
Defender (This creature can't attack.) , Sacrifice this creature: Destroy target creature this creature is blocking.
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Wall of Deceit
  ( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Turn this creature face down.
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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Wall of Denial
   ( 3)
Creature — Wall
(0/8)
Defender, flying Shroud (This creature can't be the target of spells or abilities.)
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Wall of Diffusion
  ( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) This creature can block creatures with shadow as though it had shadow.
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Wall of Distortion
   ( 4)
Creature — Wall
(1/3)
Defender (This creature can't attack.)  , : Target player discards a card. Activate only as a sorcery.
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Wall of Dust
  ( 3)
Creature — Wall
(1/4)
Defender (This creature can't attack.) Whenever this creature blocks a creature, that creature can't attack during its controller's next turn.
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Wall of Earth
  ( 2)
Creature — Wall
(0/6)
Defender (This creature can't attack.)
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Wall of Essence
  ( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever this creature is dealt combat damage, you gain that much life.
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Wall of Faith
  ( 4)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : This creature gets +0/+1 until end of turn.
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Wall of Fire
   ( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : This creature gets +1/+0 until end of turn.
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Wall of Forgotten Pharaohs
 ( 2)
Artifact Creature — Wall
(0/4)
Defender : This creature deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.
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Wall of Fortune
  ( 2)
Artifact Creature — Wall
(0/4)
Defender You may tap an untapped Wall you control to have any player reroll a die that player rolled.
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Wall of Frost
   ( 3)
Creature — Wall
(0/7)
Defender Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
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Wall of Glare
  ( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) This creature can block any number of creatures.
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Wall of Granite
  ( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.)
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Wall of Heat
  ( 3)
Creature — Wall
(2/6)
Defender (This creature can't attack.)
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Wall of Hope
 ( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Whenever this creature is dealt damage, you gain that much life.
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Wall of Ice
  ( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.)
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Wall of Junk
 ( 2)
Artifact Creature — Wall
(0/7)
Defender (This creature can't attack.) When this creature blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
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Wall of Kelp
  ( 2)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.)  , : Create a 0/1 blue Plant Wall creature token with defender named Kelp.
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Wall of Lava
   ( 3)
Creature — Wall
(1/3)
Defender (This creature can't attack.) : This creature gets +1/+1 until end of turn.
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Wall of Light
  ( 3)
Creature — Wall
(1/5)
Defender (This creature can't attack.) Protection from black
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Wall of Limbs
  ( 3)
Creature — Zombie Wall
(0/3)
Defender (This creature can't attack.) Whenever you gain life, put a +1/+1 counter on this creature.   , Sacrifice this creature: Target player loses X life, where X is this creature's power.
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Wall of Lost Thoughts
  ( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) When this creature enters, target player mills four cards. (They put the top four cards of their library into their graveyard.)
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Wall of Mourning
  ( 2)
Creature — Wall
(0/4)
Defender When this creature enters, exile a card from the top of your library face down for each opponent you have. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
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Wall of Mulch
  ( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) , Sacrifice a Wall: Draw a card.
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Wall of Nets
   ( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.) At end of combat, exile all creatures blocked by this creature. When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
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Wall of Omens
  ( 2)
Creature — Wall
(0/4)
Defender When this creature enters, draw a card.
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Wall of One Thousand Cuts
   ( 5)
Creature — Wall
(3/5)
Defender, flying : This creature can attack this turn as though it didn't have defender.
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Wall of Opposition
   ( 5)
Creature — Wall
(0/6)
Defender (This creature can't attack.) : This creature gets +1/+0 until end of turn.
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Wall of Pine Needles
  ( 4)
Creature — Plant Wall
(3/3)
Defender (This creature can't attack.) : Regenerate this creature.
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Wall of Putrid Flesh
  ( 3)
Creature — Wall
(2/4)
Defender (This creature can't attack.) Protection from white Prevent all damage that would be dealt to this creature by enchanted creatures.
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Wall of Razors
  ( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.) First strike
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Wall of Resistance
  ( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Flying At the beginning of each end step, if this creature was dealt damage this turn, put a +0/+1 counter on it.
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