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Archway Angel
  ( 6)
Creature — Angel
(3/4)
Flying When this creature enters, you gain 2 life for each Gate you control.
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Archway Commons
( 0)
Land
This land enters tapped. When this land enters, sacrifice it unless you pay . : Add one mana of any color.
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Archwing Dragon
   ( 4)
Creature — Dragon
(4/4)
Flying, haste At the beginning of the end step, return this creature to its owner's hand.
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Arclight Phoenix
  ( 4)
Creature — Phoenix
(3/2)
Flying, haste At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
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Arco-Flagellant
  ( 3)
Creature — Human
(3/1)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) This creature can't block. Endurant — Pay 3 life: This creature gains indestructible until end of turn.
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Arc-Slogger
   ( 5)
Creature — Beast
(4/5)
, Exile the top ten cards of your library: This creature deals 2 damage to any target.
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Arctic Aven
  ( 3)
Creature — Bird Wizard
(2/1)
Flying This creature gets +1/+1 as long as you control a Plains. : This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
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Arctic Flats
( 0)
Snow Land
This land enters tapped. : Add or .
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Arctic Foxes
  ( 2)
Creature — Fox
(1/1)
This creature can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
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Arctic Merfolk
  ( 2)
Creature — Merfolk
(1/1)
Kicker—Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If this creature was kicked, it enters with a +1/+1 counter on it.
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Arctic Nishoba
  ( 6)
Creature — Cat Warrior
(6/6)
Trample Cumulative upkeep or (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.) When this creature dies, you gain 2 life for each age counter on it.
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Arctic Treeline
( 0)
Snow Land — Forest Plains
( : Add or .) This land enters tapped.
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Arctic Wolves
   ( 5)
Creature — Wolf
(4/5)
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.) When this creature enters, draw a card.
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Arcum Dagsson
  ( 4)
Legendary Creature — Human Artificer
(2/2)
: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
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Arcum's Astrolabe
 ( 1)
Snow Artifact
( can be paid with one mana from a snow source.) When this artifact enters, draw a card. , : Add one mana of any color.
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Arcum's Sleigh
 ( 1)
Artifact
, : Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
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Arcus Acolyte
  ( 2)
Creature — Human Cleric Archer
(2/2)
Reach, lifelink Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast .
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Ardenn, Intrepid Archaeologist
  ( 3)
Legendary Creature — Kor Scout
(2/2)
At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)
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Ardent Dustspeaker
  ( 5)
Creature — Minotaur Shaman
(3/4)
Whenever this creature attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
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Ardent Electromancer
  ( 3)
Creature — Human Wizard
(3/2)
When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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Ardent Elementalist
  ( 4)
Creature — Human Shaman
(2/1)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
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Ardent Plea
   ( 3)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) 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 in a random order.)
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Ardent Recruit
 ( 1)
Creature — Human Soldier
(1/1)
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
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Ardent Soldier
  ( 2)
Creature — Human Soldier
(1/2)
Kicker (You may pay an additional as you cast this spell.) Vigilance If this creature was kicked, it enters with a +1/+1 counter on it.
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Virtue of Loyalty (Ardenvale Fealty)
  ( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Ardenvale Paladin
  ( 4)
Creature — Human Knight
(2/5)
Adamant — If at least three white mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
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Ardoz, Cobbler of War
  ( 2)
Legendary Creature — Goblin Shaman
(1/1)
Haste Whenever Ardoz or another creature you control enters, that creature gets +2/+0 until end of turn.  : Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
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Arena
( 0)
Land
, : Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)
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Arena Athlete
  ( 2)
Creature — Human
(2/1)
Heroic — Whenever you cast a spell that targets this creature, target creature an opponent controls can't block this turn.
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Arena of the Ancients
 ( 3)
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
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Arena Rector
  ( 4)
Creature — Human Cleric
(1/2)
When this creature dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
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Arena Trickster
  ( 4)
Creature — Human Shaman
(3/3)
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on this creature.
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Argent Dais
  ( 2)
Artifact
This artifact enters with two oil counters on it. Whenever two or more creatures attack, put an oil counter on this artifact. , , Remove two oil counters from this artifact: Exile another target nonland permanent. Its controller draws two cards.
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Argent Mutation
  ( 3)
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
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Argent Sphinx
   ( 4)
Creature — Sphinx
(4/3)
Flying Metalcraft — : Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
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Argentum Armor
 ( 6)
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip 
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Argentum Masticore
 ( 5)
Artifact Creature — Phyrexian Masticore
(5/5)
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
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Argivian Avenger
 ( 6)
Artifact Creature — Shapeshifter
(5/5)
: Until end of turn, this creature gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
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Argivian Blacksmith
   ( 3)
Creature — Human Artificer
(2/2)
: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
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Argivian Cavalier
  ( 3)
Creature — Orc Knight
(2/2)
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.) When this creature enters, create a 1/1 white Soldier creature token.
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Argivian Find
 ( 1)
Instant
Return target artifact or enchantment card from your graveyard to your hand.
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Argivian Phalanx
  ( 6)
Creature — Human Kor Soldier
(4/4)
Affinity for creatures (This spell costs less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
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Argivian Restoration
   ( 4)
Sorcery
Return target artifact card from your graveyard to the battlefield.
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Argoth, Sanctum of Nature
( 0)
Land
This land enters tapped unless you control a legendary green creature. : Add .
  , : Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
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Argothian Enchantress
  ( 2)
Creature — Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
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Argothian Opportunist
  ( 3)
Creature — Human Scout
(3/2)
When this creature enters, create a tapped Powerstone token. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
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Argothian Pixies
  ( 2)
Creature — Faerie
(2/1)
This creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to this creature by artifact creatures.
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Argothian Sprite
  ( 2)
Creature — Faerie
(2/2)
This creature can't be blocked by artifact creatures. : Put two +1/+1 counters on this creature.
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Argothian Treefolk
   ( 5)
Creature — Treefolk
(3/5)
Prevent all damage that would be dealt to this creature by artifact sources.
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Argothian Wurm
  ( 4)
Creature — Wurm
(6/6)
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
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Arguel's Blood Fast
  ( 2)
Legendary Enchantment
 , Pay 2 life: Draw a card.
At the beginning of your upkeep, if you have 5 or less life, you may transform Arguel's Blood Fast.
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Aria of Flame
  ( 3)
Enchantment
When this enchantment enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on this enchantment, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
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Arid Archway
( 0)
Land — Desert
This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) : Add  .
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Arid Mesa
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
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Arisen Gorgon
   ( 3)
Creature — Zombie Gorgon
(3/3)
This creature has deathtouch as long as you control a Liliana planeswalker. (Any amount of damage this deals to a creature is enough to destroy it.)
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Arixmethes, Slumbering Isle
   ( 4)
Legendary Creature — Kraken
(12/12)
Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. : Add  .
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Arjun, the Shifting Flame
   ( 6)
Legendary Creature — Sphinx Wizard
(5/5)
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
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Ark of Blight
 ( 2)
Artifact
, , Sacrifice this artifact: Destroy target land.
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Arlinn Kord
   ( 4)
Legendary Planeswalker — Arlinn
(3)
+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
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Arlinn, Embraced by the Moon
( 0)
Legendary Planeswalker — Arlinn
+1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn deals 3 damage to any target. Transform Arlinn. −6: You get an emblem with "Creatures you control have haste and ‘ : This creature deals damage equal to its power to any target.'"
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Arlinn, the Moon's Fury
( 0)
Legendary Planeswalker — Arlinn
(4)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add  . 0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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Arlinn, the Pack's Hope
   ( 4)
Legendary Planeswalker — Arlinn
(4)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens.
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Arlinn, Voice of the Pack
   ( 6)
Legendary Planeswalker — Arlinn
(7)
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
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Arlinn's Wolf
  ( 3)
Creature — Wolf
(3/2)
This creature can't be blocked by creatures with power 2 or less.
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Arm the Cathars
   ( 3)
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
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Arm with Æther (Arm with Aether)
  ( 3)
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
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Armada Wurm
     ( 6)
Creature — Wurm
(5/5)
Trample When this creature enters, create a 5/5 green Wurm creature token with trample.
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Armadillo Cloak
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
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Armageddon Clock
 ( 6)
Artifact
At the beginning of your upkeep, put a doom counter on this artifact. At the beginning of your draw step, this artifact deals damage equal to the number of doom counters on it to each player. : Remove a doom counter from this artifact. Any player may activate this ability but only during any upkeep step.
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Armament Corps
    ( 5)
Creature — Human Soldier
(4/4)
When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.
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Armament Dragon
    ( 6)
Creature — Dragon
(3/4)
Flying When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
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Armament Master
  ( 2)
Creature — Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.
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Armament of Nyx
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
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Armasaur Guide
  ( 5)
Creature — Dinosaur
(4/4)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
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Armed // Dangerous (Armed)
  ( 2)
Sorcery
Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Armed and Armored
  ( 2)
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
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Armed Response
  ( 3)
Instant
Armed Response deals damage to target attacking creature equal to the number of Equipment you control.
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Armed with Proof
  ( 3)
Enchantment
When this enchantment enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Armillary Sphere
 ( 2)
Artifact
, , Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Arming Gala
   ( 5)
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
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Armix, Filigree Thrasher
  ( 3)
Legendary Artifact Creature — Golem
(3/2)
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
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Arm-Mounted Anchor
 ( 3)
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip . This ability costs less to activate if you have one or fewer cards in hand.
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Armor of Faith
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Enchanted creature gets +0/+1 until end of turn.
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Armor of Shadows
 ( 1)
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
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Armor of Thorns
  ( 2)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
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Armor Sliver
  ( 3)
Creature — Sliver
(2/2)
All Sliver creatures have " : This creature gets +0/+1 until end of turn."
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