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Indoraptor, the Perfect Hybrid
   ( 3)
Legendary Creature — Dinosaur Mutant
(3/1)
Bloodthirst X (This creature enters with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.) Menace Enrage — Whenever Indoraptor is dealt damage, choose an opponent at random. Indoraptor deals damage equal to its power to that player unless they sacrifice a nontoken creature of their choice.
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Indrik Stomphowler
  ( 5)
Creature — Beast
(4/4)
When this creature enters, destroy target artifact or enchantment.
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Indrik Umbra
   ( 6)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Induce Despair
  ( 3)
Instant
As an additional cost to cast this spell, reveal a creature card from your hand. Target creature gets -X/-X until end of turn, where X is the revealed card's mana value.
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Induce Paranoia
   ( 4)
Instant
Counter target spell. If was spent to cast this spell, that spell's controller mills X cards, where X is the spell's mana value.
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Induced Amnesia
  ( 3)
Enchantment
When this enchantment enters, target player exiles all cards from their hand face down, then draws that many cards. When this enchantment is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
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Indulge // Excess (Indulge)
  ( 3)
Sorcery
Whenever a creature you control attacks this turn, create a 1/1 green and white Citizen creature token that's tapped and attacking.
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Indulgent Aristocrat
 ( 1)
Creature — Vampire Noble
(1/1)
Lifelink , Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
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Indulgent Tormentor
   ( 5)
Creature — Demon
(5/3)
Flying At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature of their choice or pays 3 life.
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Indulging Patrician
   ( 3)
Creature — Vampire Noble
(1/4)
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your end step, if you gained 3 or more life this turn, each opponent loses 3 life.
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Industrial Advancement
  ( 4)
Enchantment
At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of your library, where X is that creature's mana value. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Inevitable Defeat
    ( 4)
Instant
This spell can't be countered. Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
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Inevitable End
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice a creature."
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Inexorable Tide
   ( 5)
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Infantry Shield
  ( 3)
Artifact — Equipment
Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.) Equip 
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Infected Defector
  ( 5)
Creature — Phyrexian Knight
(4/3)
When this creature dies, incubate 3. (Create an Incubator token with three +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
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Infectious Bloodlust
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1, has haste, and attacks each combat if able. When enchanted creature dies, you may search your library for a card named Infectious Bloodlust, reveal it, put it into your hand, then shuffle.
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Infernal Darkness
   ( 4)
Enchantment
Cumulative upkeep—Pay and 1 life. (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.) If a land is tapped for mana, it produces instead of any other type.
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Infernal Denizen
  ( 8)
Creature — Demon
(5/7)
At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap this creature, and an opponent may gain control of a creature you control of their choice for as long as this creature remains on the battlefield. : Gain control of target creature for as long as this creature remains on the battlefield.
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Infernal Medusa
   ( 5)
Creature — Gorgon
(2/4)
Whenever this creature blocks a creature, destroy that creature at end of combat. Whenever this creature becomes blocked by a non-Wall creature, destroy that creature at end of combat.
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Infested Fleshcutter
  ( 2)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature attacks, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block." (Players dealt combat damage by it also get a poison counter.) Equip  
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Infested Roothold
  ( 5)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Protection from artifacts Whenever an opponent casts an artifact spell, you may create a 1/1 green Insect creature token.
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Infested Thrinax
   ( 5)
Creature — Lizard
(4/4)
Flash When this creature enters, until end of turn, whenever a nontoken creature you control dies, create a number of 1/1 green Saproling creature tokens equal to that creature's power.
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Infested Werewolf
( 0)
Creature — Werewolf
(4/5)
Whenever this creature enters or attacks, create two 1/1 green Insect creature tokens. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Infesting Radroach
  ( 3)
Creature — Insect Mutant
(2/2)
Flying This creature can't block. Whenever this creature deals combat damage to a player, they get that many rad counters. Whenever an opponent mills a nonland card, if this creature is in your graveyard, you may return it to your hand.
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Information Dealer
  ( 2)
Creature — Human Wizard
(1/1)
: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order.
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Infused Arrows
 ( 4)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) , Remove X charge counters from this artifact: Target creature gets -X/-X until end of turn.
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Inga and Esika
   ( 4)
Legendary Creature — Human God
(4/4)
Creatures you control have vigilance and " : Add one mana of any color. Spend this mana only to cast a creature spell." Whenever you cast a creature spell, if three or more mana from creatures was spent to cast it, draw a card.
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Ingenious Prodigy
  ( 1)
Creature — Human Wizard
(0/1)
Skulk (This creature can't be blocked by creatures with greater power.) This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
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Inherited Envelope
 ( 3)
Artifact
When this artifact enters, the Ring tempts you. : Add one mana of any color.
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Inherited Fiend
( 0)
Creature — Demon
(4/4)
Flying  : Exile target creature card from a graveyard. Put a +1/+1 counter on this creature.
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Initiate of Blood
  ( 4)
Creature — Ogre Shaman
(2/2)
: This creature deals 1 damage to target creature that was dealt damage this turn. When that creature dies this turn, flip this creature.
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Initiates of the Ebon Hand
 ( 1)
Creature — Cleric
(1/1)
: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
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Injector Crocodile
   ( 6)
Creature — Phyrexian Crocodile
(5/5)
When this creature dies, incubate 3. (Create an Incubator token with three +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Ink Dissolver
  ( 2)
Creature — Merfolk Wizard
(2/1)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each opponent mills three cards.
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Inkfathom Divers
   ( 5)
Creature — Merfolk Soldier
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When this creature enters, look at the top four cards of your library, then put them back in any order.
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Inkshield
   ( 5)
Instant
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
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Ink-Treader Nephilim
    ( 4)
Creature — Nephilim
(3/3)
Whenever a player casts an instant or sorcery spell, if that spell targets only this creature, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.
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Inner Demon
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types. When this Aura enters, all non-Demon creatures get -2/-2 until end of turn.
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Inner-Chamber Guard
  ( 2)
Creature — Human Samurai
(0/2)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Innocent Blood
 ( 1)
Sorcery
Each player sacrifices a creature of their choice.
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Innocent Bystander
  ( 2)
Creature — Goblin Citizen
(2/1)
Whenever this creature is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Inordinate Rage
  ( 2)
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
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Inscribed Tablet
 ( 1)
Artifact
, , Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
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Inscription of Abundance
  ( 2)
Instant
Kicker   Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
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Inside Out
  ( 2)
Instant
Switch target creature's power and toughness until end of turn. Draw a card.
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Inside Source
  ( 3)
Creature — Human Citizen
(1/1)
When this creature enters, create a 2/2 white and blue Detective creature token. , : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
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Insidious Bookworms
 ( 1)
Creature — Worm
(1/1)
When this creature dies, you may pay  . If you do, target player discards a card at random.
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Insidious Dreams
  ( 4)
Instant
As an additional cost to cast this spell, discard X cards. Search your library for X cards, then shuffle and put those cards on top in any order.
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Insidious Fungus
 ( 1)
Creature — Fungus
(1/2)
, Sacrifice this creature: Choose one —
• Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
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Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible This creature can't block and can't be blocked. Whenever this creature attacks and isn't blocked, you may pay  . If you do, transform it.
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Insidious Roots
  ( 2)
Enchantment
Creature tokens you control have " : Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
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Insidious Will
   ( 4)
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
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Inspiration from Beyond
  ( 3)
Sorcery
Mill three cards, then return an instant or sorcery card from your graveyard to your hand. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Inspired Charge
   ( 4)
Instant
Creatures you control get +2/+1 until end of turn.
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Inspired Idea
  ( 3)
Sorcery
Cleave   (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. Your maximum hand size is reduced by three for the rest of the game.
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Inspired Inventor
  ( 3)
Creature — Human Artificer
(2/2)
When this creature enters, choose one — • You get   (three energy counters). • Put a +1/+1 counter on target creature. • Create a 1/1 colorless Servo artifact creature token.
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Inspired Sphinx
   ( 7)
Creature — Sphinx
(5/5)
Flying When this creature enters, draw cards equal to the number of opponents you have.  : Create a 1/1 colorless Thopter artifact creature token with flying.
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Inspired Sprite
  ( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying Whenever you cast a Wizard spell, you may untap this creature. : Draw a card, then discard a card.
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Inspired Tinkering
  ( 5)
Sorcery
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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Inspiring Bard
  ( 4)
Creature — Elf Bard
(3/3)
When this creature enters, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
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Inspiring Commander
   ( 6)
Creature — Human Soldier
(1/4)
Whenever another creature you control with power 2 or less enters, you gain 1 life and draw a card.
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Inspiring Leader
  ( 3)
Legendary Enchantment — Background
Commander creatures you own have "Creature tokens you control get +2/+2."
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Inspiring Paladin
  ( 3)
Creature — Human Knight
(3/3)
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.) During your turn, creatures you control with +1/+1 counters on them have first strike.
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Inspirited Vanguard
  ( 5)
Creature — Human Soldier
(3/2)
Whenever this creature enters or attacks, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
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Instrument of the Bards
 ( 1)
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.  , : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Insubordination
  ( 2)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, this Aura deals 2 damage to that player unless that creature attacked this turn.
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Insufferable Balladeer
  ( 2)
Creature — Dwarf Bard
(2/1)
Vicious Mockery — When this creature enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
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Intellect Devourer
  ( 4)
Creature — Horror
(2/4)
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
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Intelligence Bobblehead
 ( 3)
Artifact — Bobblehead
: Add one mana of any color.
, : Draw X cards, where X is the number of Bobbleheads you control.
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Interdict
  ( 2)
Instant
Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be activated this turn. <I>(Mana abilities can't be targeted.)</I> Draw a card.
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Interdisciplinary Mascot
   ( 8)
Creature — Elemental Fractal
(5/5)
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.) Ward  When this creature enters, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
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Intet, the Dreamer
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Intet deals combat damage to a player, you may pay  . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
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Intimidation
    ( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
   ( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidation Campaign
   ( 3)
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
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Intimidation Tactics
 ( 1)
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it. Exile that card. Cycling ( , Discard this card: Draw a card.)
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Intimidator Initiate
 ( 1)
Creature — Goblin Shaman
(1/1)
Whenever a player casts a red spell, you may pay . If you do, target creature can't block this turn.
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Into the Flood Maw
 ( 1)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
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Into the Void
  ( 4)
Sorcery
Return up to two target creatures to their owners' hands.
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Into the Wilds
  ( 4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
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Intrepid Adversary
  ( 2)
Creature — Human Scout
(3/1)
Lifelink When this creature enters, you may pay  any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.
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Intrepid Hero
  ( 3)
Creature — Human Soldier
(1/1)
: Destroy target creature with power 4 or greater.
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Intrepid Outlander
  ( 2)
Creature — Orc Ranger
(2/3)
Reach Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
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Intrepid Paleontologist
  ( 2)
Creature — Human Druid
(2/2)
: Add one mana of any color.
: Exile target card from a graveyard.
You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
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Intrepid Provisioner
  ( 4)
Creature — Human Scout
(3/3)
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
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Intrepid Rabbit
  ( 3)
Creature — Rabbit Soldier
(3/2)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, target creature you control gets +1/+1 until end of turn.
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Intrepid Stablemaster
  ( 2)
Creature — Human Scout
(2/2)
Reach : Add .
: Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.
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Intrepid Trufflesnout
  ( 2)
Creature — Boar
(3/1)
Whenever this creature attacks alone, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Intrude on the Mind
   ( 5)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
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Intruder Alarm
  ( 3)
Enchantment
Creatures don't untap during their controllers' untap steps. Whenever a creature enters, untap all creatures.
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Intruding Soulrager
  ( 2)
Creature — Spirit
(2/2)
Vigilance , Sacrifice a Room: This creature deals 2 damage to each opponent. Draw a card.
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Inundate
    ( 6)
Sorcery
Return all nonblue creatures to their owners' hands.
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