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Aquatic Alchemist
  ( 2)
Creature — Elemental
(1/3)
Whenever you cast your first instant or sorcery spell each turn, this creature gets +2/+0 until end of turn.
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Aradesh, the Founder
  ( 3)
Legendary Creature — Human Soldier
(1/4)
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.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
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Aragorn, Hornburg Hero
    ( 4)
Legendary Creature — Human Soldier
(4/4)
Attacking creatures you control have first strike and renown 1. (When a creature with renown 1 deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever a renowned creature you control deals combat damage to a player, double the number of +1/+1 counters on it.
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Aragorn, the Uniter
    ( 4)
Legendary Creature — Human Noble
(5/5)
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
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Arahbo, Roar of the World
   ( 5)
Legendary Creature — Cat Avatar
(5/5)
Eminence — At the beginning of combat on your turn, if Arahbo is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay   . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
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Arahbo, the First Fang
  ( 3)
Legendary Creature — Cat Avatar
(2/2)
Other Cats you control get +1/+1. Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
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Arasta of the Endless Web
   ( 4)
Legendary Enchantment Creature — Spider
(3/5)
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
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Araumi of the Dead Tide
   ( 3)
Legendary Creature — Merfolk Wizard
(1/4)
, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Arbiter of the Ideal
   ( 6)
Creature — Sphinx
(4/5)
Flying Inspired — Whenever this creature becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
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Arbor Adherent
  ( 4)
Creature — Dog Druid
(2/4)
: Add one mana of any color.
: Add X mana of any one color, where X is the greatest toughness among other creatures you control.
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Arcades, the Strategist
    ( 4)
Legendary Creature — Elder Dragon
(3/5)
Flying, vigilance Whenever a creature you control with defender enters, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
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Arcane Archery
  ( 3)
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn. You get a boon with "When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, reach counter, and trample counter on it."
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Arcane Heist
   ( 4)
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Arcbound Crusher
 ( 4)
Artifact Creature — Juggernaut
(0/0)
Trample Whenever another artifact enters, put a +1/+1 counter on this creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Arcbound Slasher
  ( 5)
Artifact Creature — Cat
(0/0)
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
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Arcbound Whelp
  ( 4)
Artifact Creature — Dragon
(0/0)
Flying : This creature gets +1/+0 until end of turn.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
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Archangel of Tithes
    ( 4)
Creature — Angel
(3/5)
Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
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Archelos, Lagoon Mystic
    ( 4)
Legendary Creature — Turtle Shaman
(2/4)
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
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Archers of Qarsi
  ( 4)
Creature — Snake Archer
(5/2)
Defender Reach (This creature can block creatures with flying.)
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Archers' Parapet
  ( 2)
Creature — Wall
(0/5)
Defender  , : Each opponent loses 1 life.
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Archery Training
 ( 1)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on this Aura. Enchanted creature has " : This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
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Archetype of Aggression
   ( 3)
Enchantment Creature — Human Warrior
(3/2)
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
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Archetype of Courage
   ( 3)
Enchantment Creature — Human Soldier
(2/2)
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
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Archetype of Endurance
   ( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Finality
   ( 6)
Enchantment Creature — Gorgon
(2/3)
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
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Archetype of Imagination
   ( 6)
Enchantment Creature — Human Wizard
(3/2)
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
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Archfiend of the Dross
   ( 4)
Creature — Phyrexian Demon
(6/6)
Flying This creature enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from this creature. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
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Architect of the Untamed
  ( 3)
Creature — Elf Artificer Druid
(2/3)
Landfall — Whenever a land you control enters, you get (an energy counter). Pay eight : Create a 6/6 colorless Beast artifact creature token.
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Archon of the Triumvirate
   ( 7)
Creature — Archon
(4/5)
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
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Archon of the Wild Rose
   ( 4)
Creature — Archon
(4/4)
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
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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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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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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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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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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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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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Arni Slays the Troll
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
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Arsenal Thresher
   ( 4)
Artifact Creature — Construct
(2/2)
As this creature enters, you may reveal any number of other artifact cards from your hand. This creature enters with a +1/+1 counter on it for each card revealed this way.
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Arterial Alchemy
  ( 3)
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with " , , Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
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Artificer's Hex
 ( 1)
Enchantment — Aura
Enchant Equipment At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.
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Arvad the Cursed
   ( 5)
Legendary Creature — Vampire Knight
(3/3)
Deathtouch, lifelink Other legendary creatures you control get +2/+2.
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Arvinox, the Mind Flail
    ( 7)
Legendary Enchantment Creature — Horror
(9/9)
Arvinox isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
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Ascent of the Worthy
   ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
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Ash, Party Crasher
  ( 2)
Legendary Creature — Human Peasant
(2/2)
Haste Celebration — Whenever Ash attacks, if two or more nonland permanents entered the battlefield under your control this turn, put a +1/+1 counter on Ash.
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Ashad, the Lone Cyberman
    ( 4)
Legendary Artifact Creature — Cyberman
(3/3)
The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad.
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Ashaya, Soul of the Wild
   ( 5)
Legendary Creature — Elemental
(*/*)
Ashaya's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
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Ashcoat of the Shadow Swarm
  ( 4)
Legendary Creature — Rat Warlock
(3/4)
Whenever Ashcoat attacks or blocks, other Rats you control get +X/+X until end of turn, where X is the number of Rats you control. At the beginning of your end step, you may mill four cards. If you do, return up to two Rat creature cards from your graveyard to your hand. (To mill a card, put the top card of your library into your graveyard.)
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Ashen Ghoul
  ( 4)
Creature — Zombie
(3/1)
Haste : Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if three or more creature cards are above this card.
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Ashen Monstrosity
   ( 7)
Creature — Spirit
(7/4)
Haste This creature attacks each combat if able.
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Ashen Powder
   ( 4)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control.
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Ashen Reaper
( 0)
Creature — Zombie Elemental
(2/1)
Menace At the beginning of your end step, put a +1/+1 counter on this creature if a permanent was put into a graveyard from the battlefield this turn.
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Ashen Rider
     ( 8)
Creature — Archon
(5/5)
Flying When this creature enters or dies, exile target permanent.
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Ashenmoor Cohort
  ( 6)
Creature — Elemental Warrior
(4/3)
This creature gets +1/+1 as long as you control another black creature.
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Ashenmoor Gouger
   ( 3)
Creature — Elemental Warrior
(4/4)
This creature can't block.
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Ashenmoor Liege
    ( 4)
Creature — Elemental Knight
(4/1)
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever this creature becomes the target of a spell or ability an opponent controls, that player loses 4 life.
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Ashen-Skin Zubera
  ( 2)
Creature — Zubera Spirit
(1/2)
When this creature dies, target opponent discards a card for each Zubera that died this turn.
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Ashes of the Abhorrent
  ( 2)
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.
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Ashes of the Fallen
 ( 2)
Artifact
As this artifact enters, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types.
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Ashes to Ashes
   ( 3)
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
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Ashling the Pilgrim
  ( 2)
Legendary Creature — Elemental Shaman
(1/1)
 : Put a +1/+1 counter on Ashling. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling, and it deals that much damage to each creature and each player.
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Ashling, the Extinguisher
   ( 4)
Legendary Creature — Elemental Shaman
(4/4)
Whenever Ashling deals combat damage to a player, choose target creature that player controls. The player sacrifices that creature.
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Ashnod the Uncaring
    ( 5)
Legendary Creature — Human Artificer
(1/4)
Deathtouch Whenever you activate an ability of an artifact or creature that isn't a mana ability, if one or more permanents were sacrificed to activate it, you may copy that ability. You may choose new targets for the copy. (Sacrificing an artifact for mana to activate an ability doesn't count.)
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Asmodeus the Archfiend
   ( 6)
Legendary Creature — Devil God
(6/6)
Binding Contract — If you would draw a card, exile the top card of your library face down instead.   : Draw seven cards.
: Return all cards exiled with Asmodeus to their owner's hand and you lose that much life.
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Assemble the Entmoot
  ( 4)
Enchantment
Creatures you control have reach. Sacrifice this enchantment: Create three tapped X/X green Treefolk creature tokens, where X is the amount of life you gained this turn. Put a reach counter on each of them.
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Assemble the Legion
   ( 5)
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
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Assemble the Players
  ( 2)
Enchantment
You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
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Astarion, the Decadent
   ( 6)
Legendary Creature — Vampire Elf Rogue
(4/4)
Deathtouch, lifelink At the beginning of your end step, choose one — • Feed — Target opponent loses life equal to the amount of life they lost this turn. • Friends — You gain life equal to the amount of life you gained this turn.
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Atmosphere Surgeon
  ( 2)
Creature — Phyrexian Wizard
(2/1)
Whenever you cast a noncreature spell, put an oil counter on this creature. Remove an oil counter from this creature: Target creature gains flying until end of turn. Activate only as a sorcery.
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Atomwheel Acrobats
  ( 4)
Creature — Elf Performer
(3/2)
Whenever you roll a 1 or 2, put that many +1/+1 counters on this creature.  : Roll a six-sided die.
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Atsushi, the Blazing Sky
   ( 4)
Legendary Creature — Dragon Spirit
(4/4)
Flying, trample When Atsushi dies, choose one — • Exile the top two cards of your library. Until the end of your next turn, you may play those cards. • Create three Treasure tokens.
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Attack-in-the-Box
 ( 3)
Artifact Creature — Toy
(2/4)
Whenever this creature attacks, you may have it get +4/+0 until end of turn. If you do, sacrifice it at the beginning of the next end step.
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Attended Healer
  ( 4)
Creature — Kor Cleric
(2/3)
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.  : Another target Cleric gains lifelink until end of turn.
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Attune with Aether
 ( 1)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get  (two energy counters).
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Atzocan Archer
  ( 3)
Creature — Human Archer
(1/4)
Reach When this creature enters, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
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Auratouched Mage
  ( 6)
Creature — Human Wizard
(3/3)
When this creature enters, search your library for an Aura card that could enchant it. If this creature is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
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Aurelia, the Law Above
   ( 5)
Legendary Creature — Angel
(4/4)
Flying, vigilance, haste Whenever a player attacks with three or more creatures, you draw a card. Whenever a player attacks with five or more creatures, Aurelia deals 3 damage to each of your opponents and you gain 3 life.
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Aurelia, the Warleader
     ( 6)
Legendary Creature — Angel
(3/4)
Flying, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
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Aurochs Herd
  ( 6)
Creature — Aurochs
(4/4)
Trample When this creature enters, you may search your library for an Aurochs card, reveal it, put it into your hand, then shuffle. Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
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Authority of the Consuls
 ( 1)
Enchantment
Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.
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Avacyn, the Purifier
( 0)
Legendary Creature — Angel
(6/5)
Flying When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
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Avacyn's Collar, the Symbol of Her Church (playtest)
  ( 2)
Artifact — — Equipment
Equipped creature can't attack, block, or transform, and its activated abilities can't be activated. Shackle ( : Attach to target creature you don't control. Shackle only as a sorcery.)
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Avalanche
    ( 4)
Sorcery
Destroy X target snow lands.
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Avalanche Caller
  ( 2)
Snow Creature — Human Wizard
(1/3)
: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Avalanche Riders
  ( 4)
Creature — Human Nomad
(2/2)
Haste Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target land.
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Avalanche Tusker
    ( 5)
Creature — Elephant Warrior
(6/4)
Whenever this creature attacks, target creature defending player controls blocks it this combat if able.
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Avatar of the Resolute
  ( 2)
Creature — Avatar
(3/2)
Reach, trample This creature enters with a +1/+1 counter on it for each other creature you control with a +1/+1 counter on it.
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Aven Archer
   ( 5)
Creature — Bird Soldier Archer
(2/2)
Flying  , : This creature deals 2 damage to target attacking or blocking creature.
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Aven Fisher
  ( 4)
Creature — Bird Soldier
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature dies, you may draw a card.
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Aven Heartstabber
  ( 2)
Creature — Bird Assassin
(1/1)
Flying As long as there are five or more mana values among cards in your graveyard, this creature gets +2/+2 and has deathtouch. When this creature dies, mill two cards, then draw a card.
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Aven Riftwatcher
  ( 3)
Creature — Bird Rebel Soldier
(2/3)
Flying Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters or leaves the battlefield, you gain 2 life.
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